Indeed friends… I’m tired of apologizing every time that I update this website for being such a lazy bastard so, let’s skip that part.
SO… what’s the situation here? Yep, I finally moved to Berlin, and I’m working in Yager Development as MultiPlayer Game Designer, and that involves responsabilities that I could barely imagine if I would continue working in Pyro Studios. My lead designer is XSM, which some people will remember as the Project Lead from Dodgeball mod for Half-Life 2 (Related entry). But this is not a coincidence… THIS is happening because both of us really wanted to work together, and THIS has happened in Berlin.
However, I promissed to some of you that I wouldn’t talk about my life in this entry. Too late!
So… SDK-Project! I have been working for the past two weeks in Pacman: Missions, specially focusing on all the conditions related with the ghosts. Most of the scripts are polished; there are just some minor bugs related with the paths that the ghosts choose randomly and also with the fucking Pacman’s friction. This means that the mod is already working, is playable, funny and even challenging.
This is the current state of the mod (Hammer view!):

There are only two things left (Actually, two doesn’t means two…
)
1.) Create missions:
The number of missions can be really high, because adding more levels doesn’t involve creating new maps. The whole game is played in the same field, with the same recicled entities, but some new levels will involve the addition of new challenges. In order to create more levels, we just need to mix some of these variables. These are some of the current conditions which you could find while playing:
- Ghosts (1 – 8 Ghosts)
- Ghosts speed (2 speeds)
- Teleporters (On/Off)
- Closed paths (To create different rooms in the same level)
- Screen conditions (Shake, rotating camera, TV Noise, fog, darkness…)
- Control conditions (Slower, faster, inverted…)
- Special conditions (…)
- Etc.
2.) Create some funny and easy-to-made cutscenes:
And this is not about models, dialogues or animations… is about having good practical ideas. Sometimes, a static camera showing an abstract situation is thousand times funnier than a 3 minutes short animated movie.

These “cut-scenes” work as a reward for the player. If he know that there is a short and funny “cut-scene” each 5 levels (for example), he will try to get as far as possible in order to watch them all. Everybody loves cut-scenes! (Except if a cut-scene involves coke, popcorn and turning off my cell, Mr. Kojima).
Now it’s time for some feedback coming from YOU guys. I need good ideas coming from your brains! Now that everything is working:
1.) Which variables would you like to see on some levels? (Example: moving walls, buttons to open doors, BIG ghosts… etc)
2.) Do you have a funny idea for a simple, unique and memorable cut-scene involving both PacMan and Half-Life Universes?
This was the update you were waiting for!
Guten nacht, mates!