Overview // Project goal
The Project
Libre-life is an experimental QuakeC project that aims to recreate Half-Life-style gameplay on
Quake-derived engines. The project is trying to be something more than just a total-conversion "Half-life on Quake" mod.
It is an open-source game framework that allows developers to build new games using classic Half-Life mechanics together with relatively more modern rendering,
UI systems and expanded mapping capabilities.
Currently Libre-life (v0.1) will be released as a Half-Life modification, because even though I wrote most of the project from scratch, I did look at the Half-Life SDK source code during development.
At this time, as a solo developer without a proper knowledge of legal matters, I cannot guarantee the legal status of the code itself or the legality of using the Lambda logo.
I will clarify the project's legal status and license with a legal specialist shortly.
The immediate goal is to make Half-Life maps and basic gameplay systems function well enough for testing.
The current build is partly playable, requires a legally obtained Half-Life installation, and has incomplete
animation, sound, multiplayer, and compatibility work.
The long-term goal is a small standalone game with an original campaign, freely redistributable assets,
multiplayer, open tools, and practical mod documentation. Scope, quality, schedule, and licensing may change as development continues.
Development Goals:
- Half-Life compatibilityHalf-Life compatibility. Faithful entity behavior, weapon feel, and trigger semantics. Make it accurate to the original, not a direct port of the source, with appropriate bug fix and gameplay improvements.
- Quake 1 compatibilityNative ID1 BSP support, including the original episodes, playable using the Half-Life weaponry.
- Quake 3 compatibilitySupport for Quake 3 brush-entity conventions and gameplay systems.
- Engine targetsDevelop primarily against Zircon while testing relevant FTEQW and DarkPlaces behavior.
- A modern UI libraryA modern-looking visually representative UI framework with windows, composable HUD and menu primitives.
- Long-term content goalReplace proprietary game data with original or verified freely redistributable alternatives before a standalone release.