Awooga! FTL Boarded Garry’s Mod

By Craig Pearson on June 29th, 2013 at 11:00 am.


If gathering friends to play Artemis Spaceship Bridge Simulator is a bit cumbersome, and if you find FTL a bit lonely, then I’ve found the perfect game for you. Final Frontier is the result of a nasty transporter accident between the pair, where the Heisenberg compensators decoupled and they arrived on the SS GMOD screaming and inside out. The sick bay did its best, but all it could do is stabilise the life signs. To be honest, the gristly lump that was spat out looks pretty amazing.

There’s a Facepunch forum thread, but you might not be able to see that if you’re not a member, so here’s what it says:

Final Frontier is our attempt to make a unique and novel Garry’s Mod gamemode centred around the teamwork involved in controlling and maintaining a starship doing space things. Each individual on a ship should be allocated to one or more of the tasks required to keep the ship running, and in times of battle to assist the war effort as best they can. There is no strict job / roll system in the game, players should decide where they would be of most use. The players are also not divided into discrete teams, in fact anyone may defect to another ship or mutiny at any time, so crews should be wary of moral and look out for traitorous crewmen.

You’ll be manually performing tasks at the ship’s stations. That means someone will be manning the transporter, picking out ships in the nearby area to board and selecting the rooms for players to zap over to. All areas of the ship will have to be under someone’s purview. This looks seriously great.

There’s a full introduction to the game here, with a bunch of systems shown off.

And just to prove that the UI actually does something, have a look at the transporter room run through.

No word on a release, yet. And the developers admit they’re only using Gmod for prototyping, so it could end-up standalone. My body is ready for either.

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26 Comments »

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  1. sektor666 says:

    Interesting. I wonder how they’re going to handle hull breaches, seeing as how HL2 doesn’t have destructible environments.

    • Arona Daal says:

      Probably just paint a hole on one of the Walls and add Environment Damage.

    • Grey Ganado says:

      HL2 has scripted destructible environments, though.

    • HadToLogin says:

      I guess Portal2 shows Source Engine is good enough for this kind of things, seeing how Glados or Wheatley were rebuilding/destroying Aperture.

      • SaVi says:

        Exactly, it can be done. It won’t be generated, and always on the same places, but that should be okay.

    • Tokidok says:

      That’s the most absurd comment i’ve ever read from anyone who’s played HL2.

      As a mapper for the source engine, it’s not only fully possible to have large static segments of the ship break or be repaired during combat, but you could even create fully physics simulated debris fields and such from dynamic explosions. There’s multiple areas across Hl2, Ep1/2 and Portal in which events like this occur.

      On the truthful side, the Source engine would probably bring a server to its knees if you went overboard with stuff like that. I built a fully destructible cargo-ship that sank more quickly or slowly depending on the amount of zombie infestation and hull damage. (It only crashed the server most of the time).

    • JavJav says:

      Well to be fair, very few games actually have applied technology of that sort. The most popular ones that tout “fully destructible environments” more often than not are just very granular scripted bits, with a fair share of particles, physics and gibbing.

  2. Arona Daal says:

    Looks promising.

    But what i really would love to see:
    a First Person Version of Space station 13 alike with Positional Audio Support (f.e. Mumble).

    • Evilopoly90 says:

      Centration is being made by the same people who made SS13 and looks pretty good. They have a Kickstarter up right now.http://www.kickstarter.com/projects/angryengineers/centration

      • stillunverified says:

        I’ve always been pretty wary of that claim considering it’s an open source game and is completely different now than it was when it first started so the “original” creator(s) wouldn’t have had any real impact on its current state anyway.
        That and one of the things that makes the game so interesting is that every server is different due to the simplicity of the graphics granting ease and power to server-side modding, which I don’t think would work with a detailed 3D game.

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          Harlander says:

          I’m interested in any attempts to remake SS13 though, just because it’s impossible to make anything with less responsive controls.

          I wanna get my SS13 on, but man, those controls…

          • Arona Daal says:

            Same Here, SS 13 is so damn Original, and the Byond Engine is such an incredible laggy Shit .
            Getting it ported to a better Engine would be like getting a Dwarf Fortress with an professional Userinterface.

            Well, lets hope for the best.

          • KirbyEvan says:

            The controls really aren’t that bad when you get used to the two hands rule and it becomes second nature, at any rate it’s still better than Dwarf Fortress or your typical rogue-like.

            The lag has pretty much been sorted out with the higher budget servers they used today, and there’s about 100 versions of SS13 each with their own features.

            Judging from your experience, I’d say either you played a few games and quit from frustration, or played back a few years ago when things were still a bit archaic. (Although I do miss the eject-able lava engine).

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            Harlander says:

            It wasn’t so much that the controls were hard to understand, so much as the incredible lagginess of BYOND combined with an almost complete lack of feedback to indicate that your clicks had been registered.

          • hotmaildidntwork says:

            Lack of feedback from most things, really. The lag is bad enough without there being so little difference between two people standing casually next to each other and one person beating another to death with a fire extinguisher.

    • Farsearcher says:

      I used to play Space Station 13 – specifically Baystation 12 – a ton, was just going to say this reminded me of it. I hope it turns out good, have some really good memories of the RP from baystation.

  3. Premium User Badge

    Zunt says:

    The game looks interesting, but those walkthroughs were hilarious. I particularly liked the lead dev’s signature ‘death slump’ at the end of the presentations.

    • Strange Brew says:

      I want this game as much as I want to watch more videos of these two talking about it.

      Which is to say, very much.

      In fact, I would like to fund a series of videos where they discuss all the things.

  4. Shadrach says:

    They look very aggressive with their crowbars raised running around like that :)

  5. Yglorba says:

    I think this game may have a bit of griefing in it.

    Just a bit.

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      Lord Custard Smingleigh says:

      Don’t be silly! Now hold still while I lock the transporter on your underwear.

    • The Random One says:

      The best games are not those that have no griefing, but those that incorporate griefing to a point where people who join only to grief end up accidentally making the game more fun for everyone else.

  6. PatrickSwayze says:

    Imagine if this is what Star Citizen is like on the bigger ships!

  7. belgand says:

    But the Heisenberg compensator are essential to preventing unwanted boarding parties. That’s what keeps people from knocking!

  8. DrGonzo says:

    That’s one helluva first paragraph. I knew you were my favourite Craig!

  9. Darloth says:

    It’s like Shores of Hazeron except with graphics! And no visible lag!