SamuKata
anb_seth
anb_seth

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A little update on the plans ahead

Hi everyone. So with February coming to a close, and me (aside from news about the coming customized pistol) having been a little quite on the news side of things, I wanted to give you all a little outlook on my plans for the coming weeks / months, and this year in general - if the world is still in existence that is ... scary news these days.

Right now there are actually two plans forming on my end: 

One is the concept and pretty much development start of a "Chapter3" for Gunman Contracts, which I will post news and updates on as it begins to take shape. It is still very early to give any more details than that, but I will as soon as I got something to show for :-)

The second plan forming is the idea to actually go the road of a standalone "gunman contracts" project, which I am in talks with some friends / developers atm. Since source2 lacks an SDK and therefore pretty much the ability to go a standalone route, eyes are on unity as a base engine to reach as much platforms as possible, maybe even quest2, but none of that is yet more than a first set of (hopefully not too) ambitious ideas.

And just to clarify: a standalone project would be created independent from, and more than likely start after, the development of "Chapter3", which will still be created as an Half Life Alyx mod.

So yeah, any ideas or feedback on all that is quite welcome. Let me know what you think, stay safe and take care :-)

Comments

Garry from Garry's Mod was given Source 2 engine access for S&box. It's a long shot, but if you really wanted to it could be worth asking Valve since they can be pretty generous with those sorts of things as long as they find time to get back to you. There'd be some risks and potential disadvantages though. 1. The engine is likely in a state of flux and it may be difficult to get issues fixed or get help with understanding things that aren't documented [well]. 2. Valve isn't dependable for anything involving human chronological scales. 3. You almost certainly (to put it mildly) wouldn't be able to port to Quest, where most of the market is currently, and PSVR2 is uncertain. The biggest advantage to it would be if you wanted to use most of what you've already done fairly directly and just release it as a standalone SteamVR game with improvements and additional content.


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