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Showing posts from February, 2013

Work on it until you are sick of it!

People work on mods when they have spare time, and when they feel like it. But since last week, I've been working almost non-stop on PUNT since the art style change. Non stop development since November. There was always something I was doing for PUNT. To make developing easier, I composed the puzzles as separate maps and then later stitch the maps together. This would be slapping level transition prefabs to the ends of the map and re-saving under the final name. But while developing the chambers, I configured the 2009 tools to work with PUNT with a work around with appid and file reading. This gives me the availability to use instances which are the most useful thing when developing a mod, and a better model viewer that lets you see the loaded vmts. During the finalization process, the doors and other instance-able elements will replace the prefab counter parts, and the level changing prefabs will be slapped on. I already did this to some maps so far, but not all the beginning ma