The project is very experimental, but it's fun, no?


Why post it so unfinished?

This game is a part of a week long challenge, where I would post a very simple game for people to play, and next week is going to be for polishing the game, therefore the games would be fully finalized in 2 days, and I would have time to work on various projects, requiring me to use different skills to make a game. This project was very simple to put together. I only used the BSP importer to import one of the most famous KZ maps ever made for Half-Life 1, and I used a really well put together Quake movement script (with a few additions, like crouching and such) to bring this game to life. The only thing I had to fix on the maps are the fail checkpoints, so when you jump into water, it would put you back onto the nearest platform that you stood on. These checkpoints were made with another script, which is an awful segway to the next part of this devlog.

What is coming next week?

Well, I made very basic scripts, without any front end, only "button press, do this" functions to build the map to how you see it. Next week will be spent by making this game more polished, such as a main menu, speedrun timer, leaderboard, etc. However, the main goal of this project is to become universal, meaning people could add their own maps, and edit checkpoints, basically making it into a reworked GoldSrc place for old maps. I know that Half-Life 1 is still a perfect place for this, but maybe having this newer engine could open the doors for more modding, and more visions to reality. The project will become open-source next week, with the more refined features.

Files

Alternate Velocity.exe 86 MB
Jan 29, 2022
Alternate Velocity.x86_64 88 MB
Jan 29, 2022

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