We want to make sure everything has been covered in these answers as much as possible to omit any uncertain fact. We’ll update this page often, so keep an eye on for further information.
What is the current progress on the project?
As it’s still in early development, we can’t give a proper estimation , since all assets and levels are currently being ported, including the reworking on the entity functions to mimic and emulate the behavior as seen in the original game. However, we will update this section when future major progress occurs on behalf of the project.
What about legal permission and copyright issues?
As White Wolf/CCP Games didn’t technically given us the green light nor that we couldn’t proceed, they’ve only said permission would be given by Activision. We’ve also heard contrary information from a Valve Greenlight representative, including our own personal attempt to contact Activision’s legal department for permission, only to be redirected to the terms of use agreement, which only states we must get permission from Activision. To clarify any situation, we are not planning on releasing this project for free nor as a commercial release, which is not our intention. Our intention is simply to bring the best version of Bloodlines, along with proper modding support, graphical enhancements and improved mechanism where needed.
Our plan includes of releasing the game once it’s completed, both as a standalone build and as a Greenlight title, being part of Steam’s integration. You will be required to own a copy of the game in order to install any given versions, as some contents are mandatory to be converted in order for the game to work. We will update this section soon for further detail.
Will multiplayer be the main focus?
Due to the nature of Unity, multiplayer will be built along with the single player, to limit the possible issues we might encounter as we go. Granted, besides player networking and object communications, the project will sorely focus on the singleplayer. Multiplayer as a whole will be included after the main single-player part is released.
Will X mod work?
It’s impossible to get any sort of mod made for Vampire the Masquerade: Bloodlines to directly work with Unity, however we’ll be offering possible tools for converting any mods to work with Unity and our project at a later date.
Will the project be moddable?
Yes. We will include a various set of tool kits for any modding needs, from level editing to dialog editing, to adding and using any custom content. More updates to follow soon.
Will the original contents and/or Unofficial patches be included?
For most part, yes, but we are also planning on further improving many of the broken animations and other glitches that show up in the original game. Our future goal is to improve upon the level design and various models, improving the visual aspects further. We’ve been given permission from Wesp to base the game on the Unofficial Patch, along with future involvements with the author. We hope to bring proper improvements to the project and have the implementations from the unofficial patch for Bloodlines part of the main game.
That’s great and all, but when will it be released?
We don’t have any release date specified yet, but we’re working hard to get a functional prototype as soon as possible. Expect more to come on from us soon enough.
Why Unity and why not Source?
Source has proven yet and yet again the limitation on modding. This section won’t cover the limitations with Source nor its SDK. As there is no particular reason to remain with an outdated engine, we’ve chosen Unity as the most suitable engine choice, for many reasons, both benefiting for our production needs and to deliver the expectations for this rather ambitious project. We want to make sure that with a solid and flexible engine like Unity, that we are able to deliver our goals.
For further information please keep an eye on our development blog.
