What is Legend of Gordon?

Legend of Gordon is a modification for the Source engine in which you set off on an adventure through the secluded world of the Highlands in search of a purpose. Your adventure begins with you wandering into a secluded forest only to realize the world you have entered is cursed by an evil being. You leave with nothing but the clothes on your back and a hope for survival.

What sets this apart from other HL2:EP2 mods?

Puzzle shooters already exist of course, so LoG is certainly not breaking any boundaries there. However, I plan to introduce features that normally are not found in other mods for Half-Life 2. Here is just a list of some, some may or may not make it into the final release but I will try my best to implement as many as I can.

Cutscenes - These are present in several HL2 mods already, but I think they are a powerful tool for story telling.

Non-Linear gameplay - This is the one aspect of HL2 that people generally rag on. This mod will stray as far from linearity as possible by several means including:

Fragmented Story - the story will not unfold before you, you must find the fragments and piece it together yourself.

- the story will not unfold before you, you must find the fragments and piece it together yourself. Non-Imperative goals - there are several aspects of the game that need not be completed. However, true adventurers - those who explore every nook and cranny - will reap the benefits of their curiosities. Now mind you, these won't be small (like finding a lambda cache in HL2). Imagine, for example, if Ravenholm was an optional chapter that, if completed, gave you a better, non-standard issue shotgun.

- there are several aspects of the game that need not be completed. However, true adventurers - those who explore every nook and cranny - will reap the benefits of their curiosities. Now mind you, these won't be small (like finding a lambda cache in HL2). Imagine, for example, if Ravenholm was an optional chapter that, if completed, gave you a better, non-standard issue shotgun. Random events - I am doing my best to implement as many random events as possible so that no two play-throughs will be identical. This won't just be randomized item drops; things like enemy spawns, routes, puzzle layouts and more will be randomized.

Instances - Essentially, when you enter an area in Zelda, you are taken to a whole new map - an instance. I plan on executing a similar idea in my mod. This will accomplish three very important things:

Highly optimized performance, since only a small portion of the world is being rendered at once, I can pack a lot of entities into a small area and get away with it. I can safely make IMMENSE changes to dungeon/instance layout without necessarily having to re-work the entirety of the overworld. I can add more! Even after the mod gets its initial release, I can always add a new instance into an area. I don't want this mod to be a release-and-forget kind of thing. I want this mod to evolve endlessly.

Re-worked HP and Item system - I'll keep it brief here as I will discuss a lot about the details in the features: Your HP is no longer capped at 100. It is now dynamic. You start the game with 50HP and, through exploration and triumph this maximum can be increased beyond 100 (a nice reward for explorers!) Likewise, there will be upgrades for your weapons to find as well. Healing now comes in several different flavors. Literally - you will now find several food items scattered around the world which will be used to heal you for different amounts.

Puzzles - Self explanatory, puzzles that will make your brain hurt!

Basically I want this mod to feel like you are playing Legend of Zelda except with guns, fresh visuals, a new story, and an ever-changing and expanding world.

How far along are you now? When will it be released?

As stated to the right, currently it's TBA. I've been working on this mod for several years. Currently there are 11 maps, and changing them takes a lot of work - I work alone on the entirety of this project and work full time as well.

As for how far along I am, there are plans for a total of 11 maps. Out of 11 maps, 2 haven't been started. As far as the other 9, 8 of them are fully playable start to finish - they are however, in a "dev texture" stage. The last map simply has a layout, but none of the puzzles have been designed yet. For a realistic timeframe I would say I could have the game finished in 6 months or so if I seriously grind. But it's impossible to tell as of writing this.





I don't like reading, where are the pictures?

Press the "articles" link, that will take you to all of the weekly updates I have for this mod. In there are plenty of images. The screenshots are honestly pretty old as of writing this (04/13/2018) and I plan on adding some new ones soon. There are also some archaic videos of in-game footage... I plan on making some new videos soon. There's a lot of pictures in a video for you to enjoy!

Conclusion:

Thank you so much for stopping by the mod page! Go click the links up top and enjoy some content, and don't forget to leave your feedback, it helps me a lot!

Thank you so much!

-abom



