Portal: Stay Inside: Difference between revisions

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== Introduction ==
== Introduction ==


Portal: Stay Inside is a third-party modification for VALVe's Portal by me, [[User:WinstonSmith|WinstonSmith]](Note: the PSI project hasn't been transfered to a different user; see my userpage for details).  It contains a series of puzzles just like the original Portal, but one of my priorities is to add a deeper storyline.  I am (as of June 2009) making progress in developement; I've finished the first few maps and am working on further puzzles.
Portal: Stay Inside is a third-party modification for VALVe's Portal by me, [[User:WinstonSmith|WinstonSmith]].  It contains a series of puzzles just like the original Portal, but one of my priorities is to add a deeper storyline.  As of October 2009, developement has slowed; I've become very busy lately.  Hopefully, this slump will end sooner rather than later.


== Who's Working on This Thing? ==
== Who's Working on This Thing? ==


As of now, I'm the only person who is working on Portal: Stay Inside.  This is mainly because I'm very busy, I don't have much time to devote to the mod, and I'd like to be as integral as possible to the development.
As of now, I'm the only person who is working on Portal: Stay Inside.  There are several reasons for this, the main one being that, unfortunately, I have very little time to devote this mod, and I'd really hate to just pass off a workload on a collaborator.


== So What Makes This So Special? ==
== So What Makes This So Special? ==


This mod will have some brilliant content contributed by other gamers, including:
This mod will have some brilliant content contributed by other gamers and devs, including:
* reepblue's excellent Portal Warm Textures (get 'em [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=305 here!])
* reepblue's Portal Warm Textures (available [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=305 here!])
* A few great signage textures from Farragar (get 'em [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=230 here!])
* A few signage textures from Farragar (available [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=230 here!])
* New game concepts (such as timed buttons--I know I could've used switches, but whatever)
As well as some of my own ideas, like...
* New game concepts (such as timed buttons)
* Possible new voices.  Because I don't have the equipment or the resources to record my own voices (not to mention the skill to edit the files to make them sound GLaDOS-like), and because FacePoser is an ''incredibly'' oblique piece of software, there's a good chance I'm going to default to the included scenes.
* Possible new voices.  Because I don't have the equipment or the resources to record my own voices (not to mention the skill to edit the files to make them sound GLaDOS-like), and because FacePoser is an ''incredibly'' oblique piece of software, there's a good chance I'm going to default to the included scenes.
It probably will have none but the simplest models, as I'm currently using Google Sketchup as my modelmaking program.  I might, if I have the time, learn the basics of XSI, but for now I'm content with SketchupThe tools I use to convert *.skp files to .mdl files are called PlayUp Tools--Google it and check it out!
Currently, there are very few custom modelsI'm looking at two possible modeling options: either A) a Google Sketchup plugin or B) learning to use the XSI/Autodesk Mod Tool.  I'm leaning a bit toward the latter.
 
One goal I'm focusing on is to try to show off the architectural capabilities of the Source engine.  I'll attempt to make the mod's maps both interesting to play and pleasing to look at.
I'd love to introduce new puzzle designs or game elements, but I can't do anything with coding because I've barely mastered the C++ "Hello World" program.
I'd love to introduce new puzzle designs or game elements, but I can't do much with coding because I'm just starting to learn C++ (and, if all goes well, HTML).


== So What's Next? ==
== So What's Next? ==


If all goes well, I'd like to have a website/blog up and running for the mod.  I'd also (obviously--isn't this the dream of any developer?) like to have VALVe take notice of the mod once it's public.
If all goes well, I'd like to have a website with forums up and running for the mod.  Anything after that is gray area right now-- after all, PSI's still in alpha.


== Media, etc... ==
== Media, etc... ==

Revision as of 21:14, 9 October 2009

Portal: Stay Inside

Development.png

This mod for Source is currently in alpha development.

Introduction

Portal: Stay Inside is a third-party modification for VALVe's Portal by me, WinstonSmith. It contains a series of puzzles just like the original Portal, but one of my priorities is to add a deeper storyline. As of October 2009, developement has slowed; I've become very busy lately. Hopefully, this slump will end sooner rather than later.

Who's Working on This Thing?

As of now, I'm the only person who is working on Portal: Stay Inside. There are several reasons for this, the main one being that, unfortunately, I have very little time to devote this mod, and I'd really hate to just pass off a workload on a collaborator.

So What Makes This So Special?

This mod will have some brilliant content contributed by other gamers and devs, including:

  • reepblue's Portal Warm Textures (available here!)
  • A few signage textures from Farragar (available here!)

As well as some of my own ideas, like...

  • New game concepts (such as timed buttons)
  • Possible new voices. Because I don't have the equipment or the resources to record my own voices (not to mention the skill to edit the files to make them sound GLaDOS-like), and because FacePoser is an incredibly oblique piece of software, there's a good chance I'm going to default to the included scenes.

Currently, there are very few custom models. I'm looking at two possible modeling options: either A) a Google Sketchup plugin or B) learning to use the XSI/Autodesk Mod Tool. I'm leaning a bit toward the latter. One goal I'm focusing on is to try to show off the architectural capabilities of the Source engine. I'll attempt to make the mod's maps both interesting to play and pleasing to look at. I'd love to introduce new puzzle designs or game elements, but I can't do much with coding because I'm just starting to learn C++ (and, if all goes well, HTML).

So What's Next?

If all goes well, I'd like to have a website with forums up and running for the mod. Anything after that is gray area right now-- after all, PSI's still in alpha.

Media, etc...

A Final Note

Please leave any questions or anything on the talk page--I'll be checking this article frequently. I will also be, most likely, modifying this page very often.