Difference between revisions of "Portal: Stay Inside"

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{{ModStatus|size=big|status=Alpha|engine=Source}}
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[[Category:Single Player Mods]]
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&nbsp;&nbsp;&nbsp;<font style="font-size:80px;line-height:normal;">&alpha;</font>
 
 
 
| style="text-align: center;" | This third-party mod for the Source Engine is currently in the [[Wikipedia:Development stage#Alpha|Alpha Development Stage]]. A public download isn't available quite yet.
 
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[[Category:Mods In Alpha]]
 
 
 
 
 
  
 
== Introduction ==
 
== Introduction ==
  
Portal: Stay Alive is a third-party modification for VALVe's Portal.  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 February 2009) still in the EARLIEST stages of developement; I haven't even finished a single map yet.
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''Yes, I suppose it was a bad idea. Put two of them in control of the same resources and they're going to start fighting over them eventually.''
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''The thing was shut down about half an hour after major problems started showing up. It was supposed to be destroyed, but because these people are scientists, one decided to play the hero and save it. It's not like he reactivated it or anything--he basically just sent it down to the basement where nobody would find it. Overused as it is, the expression "security through obscurity" has some truth to it.''
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''As far as I know it's still down there. Certainly can't do any damage from where it is, I suppose.''
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''Of course it isn't like there aren't any other abandoned projects down there...''
  
== Who's Working on This Thing? ==
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As of now, I'm the only person who is working on Portal: Still Alive. This is mainly because I'm very busy, and I don't have much time to devote to the mod.
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Portal: Stay Inside is a third-party addition to VALVe's game Portal 2. Taking place in the familiar Aperture Science facility at an unspecified point in time, the mod may veer away a little from the franchise's canon but will stay within believable bounds. The mod is expected to have roughly four main areas covering the game's clean, destroyed, and early testing environments. A primary focus for me as the developer is to create an engaging storyline with enjoyable and asthetically satisfying chambers and environments. I am considering making the mod episodic, depending on how development proceeds, but in any case it is currently still under heavy development and closed beta testing. There is currently no expected release date. Stay tuned for more information!
  
== So What Makes This so Special? ==
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== Want to Stay Connected? ==
  
This mod has some of the usual stuff, like custom materials. It probably will have none but the simplest models, as I'm currently using Google Sketchup as my modelmaking programI might, if I have the time, learn the basics of XSI, but for now I'm content with Sketchup. The program I use to convert *.skp files into *.mdl files doesn't make a collision hull, so I'll probably have to parent nodraw func_physboxes to the custom prop_dynamics(For the record, that's a trick I learned from Portal: Prelude--Thanks,  Prelude team!)
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Of course you do! There are several avenues through which you can do soFirst and foremost, you can check out the [http://www.moddb.com/mods/portal-stay-inside/ ModDB page] to see all the news and media you wantSecond, hop over to the [http://www.winston-smith.org/hub/portalstayinside/ dedicated P:SI page] on my websiteIt basically has everything the ModDB page, but hey, why not drum up traffic for my site while I'm here? Finally, you can always [http://www.twitter.com/WinstonSmith42 follow me on Twitter], where I'll post news about any new P:SI stuff.
 
 
I'm also intoducing some new concepts, such as timed box buttons(I know I could just use a switch, but hey--I thought it would be cool.)  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.
 
 
 
== 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.
 
  
 
== Media, etc... ==
 
== Media, etc... ==
 
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<gallery Caption=Screenshots>
I wasn't planning on posting anything this early, but I might post a screenshot soon.
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Image:psi--tc00.jpg|Testchamber 00
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Image:psi--tc01.jpg|Testchamber 00
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Image:psi--tc03.jpg|Testchamber 01
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Image:psi--tc04.jpg|Testchamber 01
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</gallery>
  
 
== A Final Note ==
 
== A Final Note ==
  
Please leave any questions or anything on the talk page--I'll be checking this article freely.  I will also be, most likely, modifying this page very often.
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Thanks for stopping by to check out the page!  If you have any feedback, questions, or suggestion, please feel free to stick them on the talk page or contact me any way you want.

Latest revision as of 16:33, 10 January 2012

Development.png

This mod for Source is currently in alpha development.

Introduction

Yes, I suppose it was a bad idea. Put two of them in control of the same resources and they're going to start fighting over them eventually.

The thing was shut down about half an hour after major problems started showing up. It was supposed to be destroyed, but because these people are scientists, one decided to play the hero and save it. It's not like he reactivated it or anything--he basically just sent it down to the basement where nobody would find it. Overused as it is, the expression "security through obscurity" has some truth to it.

As far as I know it's still down there. Certainly can't do any damage from where it is, I suppose.

Of course it isn't like there aren't any other abandoned projects down there...


Portal: Stay Inside is a third-party addition to VALVe's game Portal 2. Taking place in the familiar Aperture Science facility at an unspecified point in time, the mod may veer away a little from the franchise's canon but will stay within believable bounds. The mod is expected to have roughly four main areas covering the game's clean, destroyed, and early testing environments. A primary focus for me as the developer is to create an engaging storyline with enjoyable and asthetically satisfying chambers and environments. I am considering making the mod episodic, depending on how development proceeds, but in any case it is currently still under heavy development and closed beta testing. There is currently no expected release date. Stay tuned for more information!

Want to Stay Connected?

Of course you do! There are several avenues through which you can do so. First and foremost, you can check out the ModDB page to see all the news and media you want. Second, hop over to the dedicated P:SI page on my website. It basically has everything the ModDB page, but hey, why not drum up traffic for my site while I'm here? Finally, you can always follow me on Twitter, where I'll post news about any new P:SI stuff.

Media, etc...

A Final Note

Thanks for stopping by to check out the page! If you have any feedback, questions, or suggestion, please feel free to stick them on the talk page or contact me any way you want.