Hello people, the demo build for November got delayed, sorry :( Unfortunately, I haven't had much time to work on the project lately, the next update will have the HECU, the Bullsquids, some NPCs, and some levels/rooms that are going to demonstrate the progression of a playthrough.
It's no...
2021-12-01 04:44:37 +0000 UTC
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Thank you for all your support and welcome to all the new patrons! I will be working hard to have a new demo for the end of the month with the HECU soldiers and more rooms to showcase the core loop of the game.
Also.. a little sneak peek at some of ...
2021-11-06 23:45:16 +0000 UTC
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This build is the same as Version 3 but with houndeyes, some bug fixes and support for infodecals, have fun!
Controls:
WASD - Movement
Space - Jump
Ctrl - Crouch
Space mid air - Long Jump
Left Click - Primary Attack
Right Click - Secondary Attack
Tab - Radial Weapons Menu
Q - Switch to last weap...
2021-10-27 14:39:01 +0000 UTC
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2021-10-12 19:36:35 +0000 UTC
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A new demo build showing the current state of the BSP support. Also, all Half-Life base weapons are done! There are still some tweaks to do but they are very functional.
Having BSP support not only means custom rooms/maps, but it will also give me the freedom to make the rooms/maps outside of Unity and us...
2021-09-18 16:40:52 +0000 UTC
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Third dev build, have fun!
Controls:
WASD - Movement
Space - Jump
Ctrl - Crouch
Space mid air - Long Jump
Left Click - Primary Attack
Right Click - Secondary Attack
Tab - Radial Weapons Menu
Q - Switch to last weapon
Backspace - Restart
Escape - Quit
BSP
2021-09-18 16:38:52 +0000 UTC
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2021-09-07 08:19:40 +0000 UTC
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I modified the original shotgun model to make it look like the first person model.
2021-08-28 12:02:28 +0000 UTC
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If you are a fan of Half-Life you know what I'm talking about.
2021-08-27 10:35:57 +0000 UTC
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The Hivehand, also called the Hornet Gun, is a weapon capable of shooting homing hornets which chase targets.
2021-08-27 09:55:15 +0000 UTC
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Snarks done! This one was a little bit difficult to implement.
2021-08-26 00:47:22 +0000 UTC
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2021-08-26 00:16:27 +0000 UTC
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The design is a mix between Half-Life 1 and Half-Life: Alyx
2021-08-22 21:37:35 +0000 UTC
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Thanks to the help of a TOP LEVEL programmer, I was able to import BSP maps almost flawlessly. In this video I loaded a modified version of c1a0 slightly adapted for the camera of the game, this is only a test and does not represent the final quality of the game.
I'm going to be making ...
2021-08-09 22:26:35 +0000 UTC
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New video and new demo!
This time showing you all the new HUD, sounds and some other interesting things like the barnacle!
-Patrons only- Build Download:
https://www.patreon.com/posts/development-2-54494596
2021-08-04 00:47:29 +0000 UTC
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I will be releasing a new major update with a new playable build Tuesday!
2021-08-01 01:23:37 +0000 UTC
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2021-07-13 08:41:45 +0000 UTC
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Mockup of the possible HUD for Loop. I wanted to do something close to the HL2 hud because is more "flat" so is easy to work with larger resolutions, also I like the panels, they provide better visibility.
I wanted to implement a radial weapon selector because they are more gamepad-friendly, also I think is faster to select the wea...
2021-07-12 21:58:21 +0000 UTC
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A comparison between the original Gordon Freeman (player.mdl) model and Loop's version.
2021-07-10 09:19:47 +0000 UTC
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Definitive version of Gordon Freeman for Half-Life: Loop
2021-07-09 12:46:45 +0000 UTC
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The Gluon Gun turned out very well! It's very satisfying to use.
2021-06-28 09:10:53 +0000 UTC
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I'm thinking about implementing the chumtoad as some type of Pheropod (Bugbait) that works with the more primitive creatures.
2021-06-22 22:06:06 +0000 UTC
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A short video showing all the mechanics that are currently in the game.
-Patrons only- Build Download:
https://www.patreon.com/posts/development-1-52808147
2021-06-22 19:23:44 +0000 UTC
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Trying to replicate Half-Life impact effects, I think it feels like Half-Life
2021-06-05 08:52:34 +0000 UTC
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2021-06-01 20:57:27 +0000 UTC
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I tried to recreate as close as possible the water shader from Half-Life and the player animations.
The physics are not the same, you can't dive because there's no need of doing that in this type of gameplay.
2021-05-20 21:52:56 +0000 UTC
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There's not any sound effect in the game yet.
2021-05-16 15:53:20 +0000 UTC
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I reworked the long jump module to make it more fitting for platforming, so now it works like a double jump but only with forward acceleration
2021-05-16 13:36:33 +0000 UTC
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We all remember the horrible push mechanics in Half-Life, most of the time the boxes flew out when pushed..
So.. I created a grab/push system with IK and 360 moving animations to fix that, now you can push things like a normal human being :P
2021-05-16 05:19:50 +0000 UTC
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I'm making some experiments to try to maintain the GoldScr "vibe" so... I will be working on "WORLDCRAFT" to create the rooms and props for the game and then convert them to be used in Unity.
2021-05-16 04:23:41 +0000 UTC
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