- Joined
- Jan 5, 2009
- Messages
- 216
- Reaction score
- 10
- Age
- 33
What's up.
The short of it: I'm making Master-Sword in Unity. You're invited to help. Feel free to skip The long of it: if it doesn't rumpel your stiltskin.
The long of it: I'm a full-time indie dev, and a full-time student. That's right, two full-times. I've discovered that the secret to catching the sunrise is to watch it set the night before and then start writing code.
My work has led to the development of Hubris: a flexible, open-source framework for Unity that reproduces many modern (and Source/GoldSrc specific) features:
So I'm more than happy to be the one behind the cart, pushing it along until it gains the momentum to roll on its own. My projects above (and the others I listed too, I think) fall under the MIT license, which means they can be used by anyone for any purpose, commercial or non-commercial. Just bear that in mind if you decide to contribute. It would be great to have extra pairs of eyes and pull requests.
All that said, Hubris and MirrorpunchSteam are the foundation I'd like to build Master-Sword: United on. Hubris is being actively developed in tandem with a (non-Master-Sword) game I'm working on, and the core features are well tested enough at this point that I think they're a solid foundation to start with. I roughed up MirrorpunchSteam last week, and will be integrating it with the aforementioned game over the next few weeks, so soon it should be at least an alpha level of functional as well.
[End skip here]

Your scientists were so preoccupied with whether or not they could, they didn’t stop to think if they should.
Master-Sword: United needs Level Designers; either porting over the geometry from Source .bsp or .map files (THIS IS THE IDEAL SOLUTION), or designing new levels from scratch (THIS IS LESS IDEAL BUT MORE REALISTIC). Master-Sword: United needs 3D Artists; I've ported over the existing models/textures into Unity... so we have a rat and a handful of weapons. If you know C#, we need you too. Also Sounds; Sounds are important.
If you love Master-Sword and can find it in your heart to be disappointed one last time, what have you got to lose?
My commitment—
Master-Sword: United, v0.1-alpha (By December 2019)
The short of it: I'm making Master-Sword in Unity. You're invited to help. Feel free to skip The long of it: if it doesn't rumpel your stiltskin.
The long of it: I'm a full-time indie dev, and a full-time student. That's right, two full-times. I've discovered that the secret to catching the sunrise is to watch it set the night before and then start writing code.
My work has led to the development of Hubris: a flexible, open-source framework for Unity that reproduces many modern (and Source/GoldSrc specific) features:
- A command-driven console with custom input manager and keymapping
- A player controller built from the ground up to move and feel like a modern controller
- NPC AI based on behavior trees (I say "based on" loosely. It's still a work in progress, let me know if you wanna hear all about it)
- Three. "Many modern features" is like three features. There's probably more if I sat and thought about it longer but those are the big ones.
So I'm more than happy to be the one behind the cart, pushing it along until it gains the momentum to roll on its own. My projects above (and the others I listed too, I think) fall under the MIT license, which means they can be used by anyone for any purpose, commercial or non-commercial. Just bear that in mind if you decide to contribute. It would be great to have extra pairs of eyes and pull requests.
All that said, Hubris and MirrorpunchSteam are the foundation I'd like to build Master-Sword: United on. Hubris is being actively developed in tandem with a (non-Master-Sword) game I'm working on, and the core features are well tested enough at this point that I think they're a solid foundation to start with. I roughed up MirrorpunchSteam last week, and will be integrating it with the aforementioned game over the next few weeks, so soon it should be at least an alpha level of functional as well.
[End skip here]

Your scientists were so preoccupied with whether or not they could, they didn’t stop to think if they should.
Master-Sword: United needs Level Designers; either porting over the geometry from Source .bsp or .map files (THIS IS THE IDEAL SOLUTION), or designing new levels from scratch (THIS IS LESS IDEAL BUT MORE REALISTIC). Master-Sword: United needs 3D Artists; I've ported over the existing models/textures into Unity... so we have a rat and a handful of weapons. If you know C#, we need you too. Also Sounds; Sounds are important.
If you love Master-Sword and can find it in your heart to be disappointed one last time, what have you got to lose?
My commitment—
Master-Sword: United, v0.1-alpha (By December 2019)
- One map (
not a familiar Master-Sword location, at least at first) Might be part of a familiar location - Single-player only (we'll see about possible LAN support; internet later)
- Standalone launcher (No Steam integration, at least at first)
- Local character save files
- Three enemies, with item drops on death
- All MS:S weapons implemented (the whole rusty family, I think, and a bow)
- Proof-of-concept stats and skills (gain experience for performing actions, level up)
- Proof-of-concept Inventory system (drag-and-drop item management; hands, packs)
- Proof-of-concept Merchant system (sell items for gold, buy items)
Last edited: