Difference between revisions of "Portal: Stay Inside"

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(Removal of Log; I realized it's a bit of overkill at this point.)
(Reworked page, adding new details.)
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&nbsp;&nbsp;&nbsp;<font style="font-size:80px;line-height:normal;">&alpha;</font>
 
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| style="text-align: center;" | This third-party mod for the Source Engine is currently in the pre-[[Wikipedia:Development stage#Alpha|Alpha Development Stage]]. A public download isn't available quite yet.
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| style="text-align: center;" | This third-party mod for the Source Engine(specifically Portal) is currently in the pre-[[Wikipedia:Development stage#Alpha|Alpha Development Stage]]. A public download isn't available quite yet.
 
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== So What Makes This so Special? ==
 
== So What Makes This so Special? ==
  
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 program.  I 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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This mod will have some brilliant content contributed by other gamers, including:
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* ReepBlue's excellent Portal Warm Textures (get 'em [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=305 here!])
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* A few great signage textures from Farragar (get 'em [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=230 here!])
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* New game concepts (such as timed buttons--I know I could've used switches, but whatever)
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* 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 work, there's a good chance I'm going to default to the included scenes.
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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 Sketchup.  The tools I use to convert *.skp files to .mdl files are called PlayUp Tools--Google it and check it out!
  
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.
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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? ==
 
== So What's Next? ==
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== Media, etc... ==
 
== Media, etc... ==
  
I wasn't planning on posting anything this early, but I might post a screenshot soon.
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I'll post any screenshots and such here.
 
 
EDIT: First Screenshot is here!  This is a REALLY early one; I don't even know if the chamber will keep its current structure. (This is the fourth or fifth version of the chamber anyway.)
 
 
[[Image:PSI Screenshot 00.jpg|thumb|A preliminary screenshot.]]
 
[[Image:PSI Screenshot 00.jpg|thumb|A preliminary screenshot.]]
  
 
== 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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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.

Revision as of 17:08, 11 May 2009

   α

This third-party mod for the Source Engine(specifically Portal) is currently in the pre-Alpha Development Stage. A public download isn't available quite yet.

Introduction

Portal: Stay Inside is a third-party modification for VALVe's Portal by me, GLaDOS. 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.

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, and I don't have much time to devote to the mod.

So What Makes This so Special?

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

  • ReepBlue's excellent Portal Warm Textures (get 'em here!)
  • A few great signage textures from Farragar (get 'em here!)
  • New game concepts (such as timed buttons--I know I could've used switches, but whatever)
  • 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 work, 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 Sketchup. The tools I use to convert *.skp files to .mdl files are called PlayUp Tools--Google it and check it out!

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...

I'll post any screenshots and such here.

A preliminary screenshot.

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.