For working with Source engine for these past few years, there’s only one thing to add: it’s horrendous. Source was built on the Quake branch, from which GoldSource was born and later on followed by Source. There was always an imprecation with creating mods on Source. The time it takes to develop a game can add up to months, even years compared to what modern engines can do. Unfortunately, Source always suffered and were criticized for their “painful to use” tools and the lack of providing a fully fledged engine and SDK to work with.
This is when we said, enough is enough. Bloodlines Resurgence always suffered because of that. Lack of programmers experienced with the Source engine, facing difficulties with engine branch versions, painful tool sets. The art pipeline is not much friendlier either. Creating models need to append to the QC files, compiling and so forth, but we will get into these details soon. It’s a lengthy process without leaving much reward behind it. Because of these, the project never really lived up to its expectations: to have a fully ported version of Vampire the Masquerade: Bloodlines. The only reason why multiplayer was taken into consideration rather than the single-player due to the expectations that are required for a fully finished RPG game: skill points, game mechanism, inventory system and so on.
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