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Half-Life: Alyx LEVITATION

  • FMPONE
  • November 4, 2021 at 10:29 PM
  • FMPONE
    • November 4, 2021 at 10:29 PM
    • #1

    Here's a thread for the project I'm working on with CoreyLaddo (animator) and a suite of talented voice actors, it's a modification for Half-Life: Alyx named LEVITATION.

    We're planning on releasing the mod in 2022. You can expect a several hour-long, story-driven single-player experience in the Half-Life: Alyx universe (about 7.5 levels).

  • Dabu
    • November 4, 2021 at 10:44 PM
    • #2
    Quote from FMPONE

    14 minutes ago, FMPONE said: Here's a thread for the project I'm working on with CoreyLaddo (animator) and a suite of talented voice actors, it's a modification for Half-Life: Alyx named LEVITATION.

    We're planning on releasing the mod in 2022. You can expect a several hour-long, story-driven single-player experience in the Half-Life: Alyx universe (about 7.5 levels).

    DUDE YOU'RE A LEGEND, YOU SHOULD WORK FOR BIG COMPANY like VALVE or anything cool oh my god I always love to see your works, your art is a masterpiece always!!

  • blackdog
    • November 10, 2021 at 4:18 PM
    • #3

    Been drooling over the screens you were posting on Twitter. Stopped using it basically, so no idea where you at ?

  • will2k
    • November 11, 2021 at 11:16 AM
    • #4

    How come you kept this under wraps and never shared it here before?

    Looking really good and I think it's safe to assume the man-hours spent in Alyx SDK is nearing the ones of Source/CSGO.

    Going though some of the lovely screenshots, it seems like you're giving a fat middle finger to Source for all those past years where it hindered your creativity, and narrowed the scope of your projects due to its archaic limitations.

    Told you couple of years ago to ditch Source and you'll never look back :)

  • FMPONE
    • November 11, 2021 at 1:38 PM
    • #5
    Quote from will2k

    2 hours ago, will2k said: How come you kept this under wraps and never shared it here before?

    Looking really good and I think it's safe to assume the man-hours spent in Alyx SDK is nearing the ones of Source/CSGO.

    Going though some of the lovely screenshots, it seems like you're giving a fat middle finger to Source for all those past years where it hindered your creativity, and narrowed the scope of your projects due to its archaic limitations.

    Told you couple of years ago to ditch Source and you'll never look back :)

    I’ll add to this post with a bunch of screenshots once it’s finished, I also want to write an article once everything is said and done.

    Doubt I will ever top my CS:GO hours, I made levels for that game for like eight years lol

    Eight years on Source was plenty ?

  • Dabu
    • November 11, 2021 at 7:20 PM
    • #6

    FMPONE will it be released on the HLA Steam Workshop?

  • FMPONE
    • November 11, 2021 at 11:26 PM
    • #7
    Quote from Poofoge

    4 hours ago, Poofoge said: FMPONE will it be released on the HLA Steam Workshop?

    That's the plan unless something changes :)

  • blackdog
    • November 12, 2021 at 4:05 PM
    • #8

    Confirmed Valve will sell as a stand alone pack ?


    ?

  • -HP-
    • November 12, 2021 at 7:31 PM
    • #9

    Dude, that's amazing news! Congratulations fmpone.

  • FMPONE
    • November 12, 2021 at 11:30 PM
    • #10

    lol ideally we could release it as its own steam page (and maybe make a profit from it? *gasp*) but no discussions have been had, and frankly I wouldn't want to broach the subject until a lot of people across the entire half-life community have had the chance to play it and ask themselves if they even like it.

    I'm a big believer in proving stuff first. but I also want to share the word and let people know what we're doing (and that I'm really excited about it.)

    so, no news to report. only ongoing development

  • -HP-
    • November 12, 2021 at 11:45 PM
    • #11

    FYI, I'd happily pay for it given the chance.

  • FMPONE
    • November 12, 2021 at 11:57 PM
    • #12
    Quote from ┌HP┘

    10 minutes ago, ┌HP┘ said: FYI, I'd happily pay for it given the chance.

    thank you m8. I think given the length we are going for, a lot of people would.

    But I could also prank everyone by having faked all these screenshots and playtests and release meatspin.gif. we need to have a solid workshop release first, I think that's only fair personally and I expect nothing else.

  • FMPONE
    • January 9, 2022 at 2:49 AM
    • #13

    [Blocked Image: https://twitter.com/FMPONE/status/1480007970394193921]

    We're looking for guidance on whether we should release our official trailer in advance, or on the day of release. Would love to know peoples' preferances

  • -HP-
    • January 9, 2022 at 5:00 AM
    • #14

    I think if you do do it in advance, do it within enough time that youtubers, gaming social media accounts and even gaming press can talk about it and maybe even hype it up before release. Maybe finish the trailer with a release date at the end and that's that, gives you a window of some extra time for last minute touch ups.

    I think personally, looking up to a release is sort of a good feeling. I like that feeling of knowing in a few weeks I'll be playing something I'm really looking forward to.

  • Radu
    • January 9, 2022 at 10:54 AM
    • #15

    2-3 weeks in advance with some consistent media leading up to release would probably be best. It gives people time to prepare for it if they want to dedicate the time and you can build up a bit of hype. One thing I hate about most ad campaigns for games is they announce too early, usually 6-8 months before release and by the time it comes out I'm over it. My hype that they built is gone.

  • blackdog
    • January 9, 2022 at 11:56 AM
    • #16

    I think it depends how many influencers and reporters you can get involved. I think if you have that type of support you do in advance, otherwise if you’re counting on the trailer alone, it’s better to have a shorter delay if not contextual release.

    Mods are not like full games.

    Goes without saying if you release after the trailer you probably need a release trailer to confirm it’s out.

  • will2k
    • January 9, 2022 at 3:43 PM
    • #17
    Quote from FMPONE

    12 hours ago, FMPONE said: we

    we? please tell me you made a small indie studio or at least thinking about it!

    I'm bummed it's only VR and I won't be able to experience this release or Alyx in general

    But as others said, in advance is always best as long as the trailer has no accidental spoilers; 2 weeks would be a sweet spot - not too close to release but at the same time not too distant where hype fades away.

    In any case, best of luck my friend and you deserve the best out of this. You're one of the people who really bust their asses working on their projects, and I'm sure if you have devoted the same energy in this project as you used to do with csgo ones (I can personally vouch for those lol), this will turn out to be tremendous and probably officially endorsed.

    Cheers ?

  • Dabu
    • January 9, 2022 at 5:52 PM
    • #18

    @FMPONEWould Levitation features new weapons? :o

  • FMPONE
    • January 9, 2022 at 11:28 PM
    • #19
    Quote from Poofoge

    5 hours ago, Poofoge said: @FMPONEWould Levitation features new weapons? :o

    No, no new weapons. Just new story and levels and animations.

    Honestly even though people seem to want to see the trailer in advance, I’m worried that we won’t end up converting as many eyeballs to downloads as we would with a day of launch. Valve’s social media game is seemingly non-existent outside of CS:GO, so there won’t be any support there. Ultimately my priority is to get workshop downloads and people into the game

  • Dabu
    • January 10, 2022 at 1:11 AM
    • #20

    Ah.

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