Skip to content
  • Forum's Homepage
  • Metahusk's Homepage
  • Mercurial Repositories
  • Git Repositories
  • Recent
  • Popular
  • Groups
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Metahusk Loco

Forum Moderator

Those who have the power to control your posts...

Private

Posts


  • [Introductions] A Place For Members To Introduce Themselves
    ParvanP Parvan

    Here is the condensed form of my introduction:

    1. Abilities ranked best to worst: level design, visual scripting, infrastructure management, project management, 2d artist, 3d artist, programming. Level design skills on par with a decent mod team. No industry experience, but many years of casual hobby experience.
    2. Games and game development have interested me since I was young. See below…
    3. Half-Life, System Shock 2, Deus Ex: Mankind Divided, Dead Space 2, and various strategy and building games like Space Engineers.
    4. I like helping with things that are bigger than myself.
    5. I like that this is a nonprofit with long term goals.

    For those interested in reading the long version, click on the spoiler button below.

    I began my journey into hobby game development when I was 11. Half-Life and its mods were a huge passion of mine, although my first knack at level design was with the JED editor, nothing will ever surpass Half-Life for me. And looking back, if anyone accused me of thinking of Valve as a patron saint for supporting the mod community and enabling independent developers to bypass publishers, I would be guilty as charged.

    Outside of Half-Life, my favorite games of all time would be System Shock 2, Deus Ex: Mankind Divided, and Dead Space 2. I would say certain strategy games, like Space Engineers, were a big-time sink for me, but they didn’t leave lasting impressions like the others did, which I found to be far more immersive. As far as aesthetics goes, Alien Isolation is very high up there, but the gameplay left more to be desired in my opinion. As you can see, I like immersive scifi and horror shooters with a story. My favorite science fiction universe is Aliens.

    Half-Life, though, was truly a life raft for me for multiple reasons. At a young age, I became very ill and was eventually diagnosed with a serious autoimmune disease. I withdrew from the real world and preferred to immerse myself inside the Worldcraft editor instead. Life was simpler there. And I could escape into my imagination.

    I began as a mapper. Lighting a good scene was a challenging aspect of level design that I often enjoyed. I dabbled in other aspects of game design, such as making custom menus and textures. And, for a while, I began creating a single player continuation of the Half-Life series, which I never intended to finish past the tram ride scene.

    As time passed, I moved on from my single player project, having lost interest after finishing the tram ride and the introduction level. I crave immersion and without help from other developers, I wasn’t able to change up the combat in ways that felt fresh. So continuing its development felt stale and I moved onto other things. As a result of realizing my solo limitations, I joined a few small mod teams, while following a few others. But one of the common themes I continued to notice, which wasn’t a rare experience, was the eventual dissolution of the mod teams I followed.

    Developing a game isn’t easy. There are a lot of factors involved. Everything from the technical challenges, the skill required, team politics, and daily life continually interfering with a project’s progress often came into play. For me, dealing with health issues has always been a major hurdle of mine. I often found myself without the energy to continue with something as much as I would have liked.

    For one of the mod teams I helped with, the hurdle we faced was the project’s lead, who was also the programmer, never making backups. Catastrophe struck with the failure of his hard drive and we lost all of our code. He never told anyone about the lack of backups. And nobody thought to ask. So, in a way, you could say the entire team was at fault. But that’s not how everyone felt.

    On an even darker note, another team I followed closely ended up closing following the suicide of the founder. And unfortunately for everyone involved with the project, he took the server down with him and even sabotaged the backups. The team tried to salvage the pieces, but the loss was too great, and they disbanded. It was sad, especially since the mod was very promising and their screenshots showed they had real talent. Despite the mod getting within the top five on moddb at its peak, to this day, ‘just another failed mod’ is a theme of the project’s comments, with few ever knowing the true context.

    Perhaps those reading this have had their own similar experiences, which were hopefully not as extreme as the last example. Unfortunately, it’s all too common for game development projects to become abandoned. I imagine the majority of those reading this have projects that sit in the dustbin of their unfinished accomplishments. And if it’s not something that you’ve experienced personally in your journey within game development, I’d be surprised if you were more than one degree of separation from someone who has.

    After contemplating my own experiences, and the shared experiences of others, I came to the conclusion that it’s probably more useful to brainstorm something new than it would be to continue on the same path of joining another small hobbyist team that, by all probability, will eventually disband after having released nothing.

    At first, I started looking for something similar that already existed. After all, being a pragmatist, I would rather join in others endeavors than reinvent the wheel. I’ve always preferred to be the person who stays in the background. But in my efforts of searching, I found nothing.

    It wasn’t that the scene was devoid of developers, they were still easy to find. But to myself, it appeared as if the hobbyist game development community had gone through a culture change. With increasing frequency, more and more projects seemed to be focused on the desire to become the next new indie studio.

    Perhaps this was because game development was becoming increasingly more difficult. Maybe releasing a free project wasn’t as appealing to as many anymore. Or perhaps it was a cultural shift with the next generation. Or maybe everyone just observed what happened to most of the late 90’s and early 2000’s mods. They never materialized. I still don’t know the reason. But it definitely appeared that the community experienced a major cultural shift by the late 2000’s and the 2010’s. It was hard to find a team that didn’t have plans, secret or not, to have an eventual commercial release.

    That left me without a place, and without the same culture like I experienced in the late 90’s. Back then, it seemed like everyone was releasing things for free. And they did so because of either a desire to build a resume for a job in the industry, or as a hobby like myself.

    In retrospect, I suppose it wasn’t even a realistic possibility to have a commercial release back then. You’d need some serious capital. Online distribution didn’t exist yet, publishers still controlled everything, and engine licenses were the price of a yacht. In a way, that hurdle probably brought everyone together. It really wasn’t even possible to profit off of a mod, unless you were the lucky few blessed by Valve.

    With that context in mind, I should return to the topic at hand. Can anything be done about the seeming post-90’s cultural shift that occurred within the hobby game development community? I figured if I couldn’t find a community that was a good fit for me, maybe I should start building one instead of hoping someone else would. After all, I’ve always been someone who has tried to navigate the starkly contrasted line between being realistic and idealistic. Perhaps I should make a hobby of the endeavor and see where it ends up.

    That’s the motivation behind Metahusk. This place is rooted in a desire to return to the older days of hobby game development, where we build things because it interests us, not because we have the goal of finding money or success. I went looking for a nonprofit development project like this, and I couldn't find one. And if you know of one, please let us know. We would like to reach out.

    So at a slow pace and when I have the health and energy, I've been helping get the ball roll down the hill over here. And that’s what I like about it. This is a place where I can put my creative energy, when I have it, and where I feel like what I’m doing matters in ways outside of myself.

    Ultimately, this is a place to learn and share as you create, governed by a nonprofit structure, with the long term goal of building a physical location that will provide a place to help the next generation enter the world of game development in the same way the old 1990’s mod forums did for the generations in the past.

    Thank you for reading all that. And hopefully it provides better context into my motivation for being here.

    Metahusk's Community Forums

  • [Community Project] Cardinal Fall | Instructions About How To Help
    ParvanP Parvan

    We will be hosting asset competitions, which will earn you a special badge in the forums if you win.

    Also, we are in the process of compiling a list of the things we are looking for.

    Metahusk's Community Forums

  • [Community Project] Cardinal Fall | Instructions About How To Help
    ParvanP Parvan

    Information About Contributing To Cardinal Fall's Development


    We welcome everyone who has a desire contribute, regardless of their skill level.

    To contribute, please follow the contribution instructions here along with the more detailed instructions for Step 4 (Intent Reply) and Step 5 (Contribution Reply) below.

    The project's files can be downloaded here and the install instructions are in the project's readme file.

    Please stay on topic. Community replies are welcome, but only if they are directly related to an Intent or Contribution reply. To make one, use the reply button that's directly on the post you're referencing so this thread stays organized. For more general discussions, please start a separate new topic.


    Project Requirements

    This project has an established quality level, tone, style, theme, and story which can be seen by playing the game's demo. We aim to maintain the same or better level of quality and system requirements as development continues.

    This means that, unfortunately, we cannot accept every contribution our community members present to us.

    Here is a short, but not exhaustive, list of the criteria which must be followed before we will consider including your content in the game:

    • Has a similar aesthetic and style without appearing jarring to the player
    • Fits within the world, which is set in a futuristic science fiction horror setting
    • Is equal or better to the artistic quality of the demo, with equal being the minimum
    • Follows industry conventions and is optimized for use in a real-time game
    • Runs on 10 year old mid-range hardware (E.g. an nVidia GeForce GTX 1050)
    • Does not have an excessively large file size when compared to similar assets
    • Was made by you, or with the permission of the original creator which you credited
    • Does not violate any laws where we are located (The United States of America)

    Step 4: Post What You Intend To Create:

    To help with clarity, please begin your reply on this thread with the title "Step 4: Intent To Create A XYZ-AssetName" in bold so we know the topic.

    • Please provide detailed information about your concept so we fully understand what you envision. Providing concept art, examples, or sketches can be very helpful, especially if your idea is elaborate. We strongly encourage it.
    • After posting, you should check this thread often. Suggestions or input might appear that may alter your plans. For example, it's possible we already have the asset you're suggesting.
    • Also, make sure you follow the project's requirements listed above.

    Step 5: Post Your Contribution

    To help with clarity, please begin your reply by clicking the reply button directly below your original Step 4, so everything stays better organized, and add the title "Step 5: Contribution Of XYZ-AssetName" in bold so we know the topic.

    • Your contribution reply should include screenshot(s) and a link to the content you've made so a Sherpa can inspect it. Please upload your contribution to the file hosting service of your choice (e.g. Google Drive) and follo the instructions on how to structure your content as shown in the section below.

      • You may direct message a recently active Sherpa the link and/or screenshots directly if you wish to remain more private.

    Step 6: Sherpa's Reply

    To help with clarity, a Sherpa will nest their reply directly below your original Step 5 with the title "Step 6: Sherpa's Reply To XYZ" in bold.

    • Not all content will make it into the project, but that doesn't mean you should be discouraged if what you created wasn't accepted. You will still earn the forum's Contributor badge for your efforts and the experience you gained will be valuable in the future.

    How To Structure The Content You Submit


    The sheer number of assets in a game project can be daunting. That is why it's important to make sure a project is organized. When you submit a contribution, we require you to follow a few guidelines.

    The files you create must be placed in their appropriate directories.

    • When creating new files, please use this structure: /Content/Imports/YourName/YourAssetFolder/AssetTypePrefix_YourName_AssetName

    • If your contribution becomes a part of the project, we may move these files into their corresponding project directories.

    For any existing files that you modified, you must do the following:

    • When modifying existing files, you should keep them where they are at.

    • If there's an ability to add comments, such as with blueprints, you must place comments explaining what the changes do while including your name and date.

    • You must include detailed information about exactly what you modified.

    The content you submit must follow an existing naming convention.

    • Unreal projects follow certain naming conventions. You should either follow the existing naming conventions already used in the project or this one from Epic.

    When you submit content, you should include both the game's files and your source files in the same directory.

    • For example, if you're making a texture you will likely have two separate assets. One will be the source asset you imported, such as a photoshop (.psd) file, and the other will likely be the asset used by the editor, such as Unreal's binary .uasset format. You should include both of these files. Also, for simplicity, they should be placed in the same directory with the same file name, but with their different corresponding extension.

    Finally, when you submit a contribution, you should compress it into a single file with the following naming convention.

    • YourName_AssetName_FourDigitYear-TwoDigitMonth-TwoDigitDay

    Special Instructions For Level Designers


    The rules for level designers are as follows:

    • Each level must be in a separate map file.
    • They should be named Nadir_SectionName.
    • They should be placed in /Content/Imports/YourName/Maps.
    • You should include the MapName_BuiltData.uasset file for easier inspection.
    • Maps should occupy their own space and away from the others.
    • Like other maps, the level must be centered on 0 of the X axis.
    • You cannot modify any existing maps until you're a Committer.
    • You can base your map off of existing maps through copy and paste.
    • Your maps must be of equal or better in visual quality to the demo.
    • Your level design must perform reasonably on a GeForce GTX 1050 or better.

    How To Make A Bug Report


    Please place your bug reports into the generic bug reports page here.
    (If you were granted access to the repository, please make detailed reports on the repository issues page.)

    We appreciate the bug reports we receive. They are invaluable, especially since we don't have the hardware to test every hardware configuration that is possible.

    Metahusk's Community Forums

  • [Help Wanted] How To Be A Part Of Metahusk | Instructions Here
    ParvanP Parvan

    If you have any questions, comments, or suggestions about this process, feel free to post them below.

    Metahusk's Community Forums

  • [Bug Reports] Report Bugs Here | Open To Guests
    ParvanP Parvan

    We want to allow those who are less technical to participate in the bug reporting process.

    General users won't find it easy and convenient to open/create issues within our repositories. Here we allow anyone, even unregistered guests, to post in order to have a more painless bug reporting experience.

    Metahusk's Community Forums

  • [Forum Rules] Read This First
    ParvanP Parvan

    We would like to keep our rules simple and easy to understand. If we need to expand this further, we will review and revise what rules we have posted above.

    Metahusk's Community Forums

  • [Announcements] News And Updates
    ParvanP Parvan

    August 2025 | Expanding The Community

    We are in the final stages of finishing a small demo of the game we have been working on internally. Before doing so, we are working on making sure we have the infrastructure in place to support our community when we open this project for collaborative development.

    This involves migrating from our Mercurial repositories that run on Kallithea to the newer and more feature filled Forgejo. This move will allow us to take advantage of Git File Locking, which is likely to be a requirement for a larger team while working with binary files.

    When we started developing Cardinal Menu, Git LFS was new and most open source repositories consumed a very large amount of memory when working with large binary files. We didn't want to pay for a VPS that had both a large storage capacity and a large amount of system memory. They can be expensive.

    There's still a lot of things to set up. And everything takes far longer than it would seem. But we are shooting for a late 2025 release.

    We hope to see you on the road ahead.

    Metahusk's Community Forums

  • [Introductions] A Place For Members To Introduce Themselves
    ParvanP Parvan

    If you're interested in being a part of our community, we would like to know more about who you are and what motivates you to be a part of us.

    Please write a brief biography that centers around:

    1. your level of game development experience (none is okay, everyone starts somewhere)
    2. a list of your skills and your level of proficiency (low skilled is okay, we are here to learn)
    3. how you became interested in games and their development
    4. a list of your favorite games and genres, especially concerning their style and gameplay
    5. what motivates you to help with a project that won't pay you in return
    6. and what you like about this project

    You're welcome to make this as detailed or as minimal as you'd like as long as you answer those six bullet points.

    Metahusk's Community Forums

  • [Bug Reports] Report Bugs Here | Open To Guests
    ParvanP Parvan

    If you find any bugs within anything we do, you're welcome to tell us here.

    Please provide as much detail as you can by describing exactly what you were doing when you experienced the issue.

    If you can, providing screenshots or videos can be very helpful if the situation calls for it.

    Metahusk's Community Forums

Member List

ParvanP Parvan
  • Login

  • Don't have an account? Register

  • Login or register to search.
  • First post
    Last post
0
  • Forum's Homepage
  • Metahusk's Homepage
  • Mercurial Repositories
  • Git Repositories
  • Recent
  • Popular
  • Groups