A late update regarding my projects.
Hi everyone :D
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Now, I need to talk about things that have occurred within the last few months.
Both Novetus and FIREFIGHT RELOADED have been basically in limbo for this period of time, alongside other unannounced projects. With this blog post I want to explain what happened and hopefully explain my plans for the future.
I have been basically working a lot more as of late. I got a job last year, which definitely helps me on the money side. However, I have been unable to dedicate as much time to my projects as I have done before. I still come up with ideas for my projects, and a lot of these ideas will be implemented when time comes. I have also been trying to figure out how I should balance work, school, life stuff, and projects so development will continue as normal, although slower than usual.
Here's a breakdown for the projects:
NOVETUS:
2.0, as announced on my birthday, is planned to bring a massive overhaul to Novetus. The version is still in it's early stages, so it isn't exactly finalized, but it will be the largest Novetus release since 1.3. The planned features currently are:
- Web Proxy (already was in snapshots before the announcement, but it is planned to be more stable and complete in 2.0's final version) that has automatic asset redirection, badges, and more
- A revamped and reimagined UI that can be configured and modified by the user.
- A plugin system that allows users to add and modify features of the launcher. A basic version of this is in use by the Web Proxy.
- A redesigned client loading system that will make client creation easier, while also improving support for more modern clients.
- Redone play solo using the multiplayer scripts, allowing for easier development.
- More items and maps, some made by the Novetus Creator community.
- Stability and functionality improvements.
- Actual. Fucking. Documentation (I'm frustrated of the fact that I haven't done this already)
- and more!
I have no promises that this will be the feature set, but this is the planned feature roadmap. I plan on releasing this new version of Novetus in 2024. The long wait is mainly because of what I discussed about earlier, but I want to try and make more time for it
It also isn't the main project that I plan on developing this year. That'll be:
FIREFIGHT RELOADED
The ENDGAME update has taken too fucking long to make. I announced it back in 2018 and frankly it should be out at some point. I don't want to rush it but I'm finally at a point where I feel the gameplay is greatly improved over past versions.
As I consider the gameplay to be complete, FIREFIGHT RELOADED ENDGAME is reaching the next phase of its developing, which is composed of 3 things:
- ACCESSIBILITY
- MODDING
- POLISHING
Accessibility is something that Valve games haven't touched on and it is something that I plan on rectifying. I will do this by introducing the ability to modify difficulties. Let me explain.
Every difficulty in HL2 modifies the normal values for pickupd, health, damage, enemy health and damage, etc. With the new difficulty modification feature, you will be able to not only modify how each difficulty modifies each normal values but you will be able to edit the normal values themselves. You will be able to create an experience that suits your preferences. These options will be restricted in the Options menu to specific values for balancing reasons, but that's not stopping you from pressing that little squiggly line below the esc key and changing the value yourself.
You will still be able to select the original difficulty options, and the new options will be shown as advanced options. This is a feature that 8 haven't seen much in a lot of HL2 mods and I feel like this will improve the experience of the game for a lot of people. This doesn't mean I won't accept suggestions on ways to balance the game. I always read what people suggest for my projects, if you have ideas on how I should balance one thing in the game, I totally wouldn't mind adding it!
Modding is planned to be enhanced in this release as well. In the ENDGAME beta, I introduced NPC Presets, which can change the behavior and look of an NPC. I plan on implementing this system onto custom weapons as well, which will make modding weapons easier. This also will theoretically allow for infinite custom weapons, as there is no limit to how many presets can spawn. This functionality will require more work, but I plan on implementing it soon after I'm done with the new difficulty options. I also plan on writing more detailed documentation, much like what I'm planning for Novetus. A lot of the new modding features will be covered, so the guide will be written alongside the development for these new features.
Lastly, I plan on polishing and adding more content. The main menu is the new Gamepad UI as seen in the Steam Deck, although slightly modified for use on an actual computer. I plan on redesigning specific UI dialogs, such as player models and spawn lists and the level selection. It functions right now, but it is still a work in progress. In addition, certain enemies and weapons will be removed for balance reasons and to avoid redundancy. I'm working on some replacements for these. I'm planning on adding some new enemies, with some enemies from Alien Swarm planned as possible candidates.
I'm so sorry for the long wait, but I want this update to be high quality. I plan on focusing more on it very soon as I'm working on implementing development of the project into my schedule.
One more thing though.
I'm also working on a soundtrack! I was to add a playlist system (based off of the MP3 player actually!) that will play Half-Life tracks in-game while the player is kicking Combine soldier's faces in (or kicking them off, both work best). I plan on making an album full of tracks that will play alongside the half life tracks. I don't think it'll be as good as those, but this is a side project alongside ENDGAME. I've been wanting to implement a soundtrack for a while and this is the time for me to get around to working on it.
FUTURE PROJECTS:
After ENDGAME and Novetus 2.0 are completed, I plan on focusing on something that I have been planning for years. I plan on adding some hints to this project throughout the 2 projects, but it will be my first major game project. I don't want to talk about it too much, so I'll talk about it more when it comes time to talk about it.
Anyways, this is a rather long blog post. I am so sorry for the lack of communication, and I hope to release something in the short term.