The Future

Hey, it’s been a while. I owe you a beer or something, huh?

So last week I started working on a new game; and you’re probably thinking, “oh, aren’t you already developing a game?” and well, you’d be right but also you would now be wrong because I’ve abandoned all other projects in favor of this one.


I know, it’s a bitter pill to swallow but the truth is that the existing projects I have been working on have simply become boring. Someone once told me to make the game that I would want to play, and I’ve finally decided to do it. I’ve spent 8 years of my life developing mods and building a successful Garry’s Mod roleplaying framework and another 4 years maintaining it, and there’s been a few games here and there I’ve attempted to make standalone that just haven’t been fun.

This time, with Timefuser, I’m approaching it with a fresh view: make the game I want to play, release it on Steam, and if people like it, that’s a bonus!

Ugh, okay, what is Timefuser?

Well, it’s a kind of top-down style survival PvP game with a control scheme similar to that of a twin-stick shooter.  In only a week of development I have already built a large chunk of the underlying framework, but I hope that over the coming year the progress will speak for itself.

So far it has:

  • Persistent online multiplayer with up to 64 players per server
  • Your character stays in-game even when you log off, so keep safe!
  • You can move around, equip weapons, drag items between containers, and perform general inventory management.
  • You can fire ammo at targets and damage them, whether that is another player or something else.
  • You can find loot in chests scattered across the (very plain) world.
  • There are hostile NPC AI that will attempt to attack you if you get too close to them.
  • You can craft items and gather resources from trees and ore such as Stone Ore and Silver Ore.

Check out the Timefuser forums and join the forums and request access to the super early pre-alpha build and become an OG, or just hang out there and suggest things.

What about HL2RP?

I honestly don’t care. I will continue to serve licenses through the store and I will continue to fix it when a Garry’s Mod update breaks it, but beyond that, it is pretty much there to be modded now. I recently released a system allowing anybody to create their own schema with Clockwork and if they own HL2RP they can use it as a base to mod away at it to their heart’s content.

I’m going to handle this by phasing out CloudAuthX over a period of time, and I’ll outline the details below:


In 2019 the CloudAuthX servers will be completed disabled, and instead will return a valid license whatever the case. This means that essentially Clockwork will run without DRM.


In 2020 all Cloud Sixteen Clockwork schemas will become free products completely open-sourced and without DRM.

The Future

I hope that you guys can join me on my quest to create an amazing game, and for those of you who would rather stay playing Garry’s Mod, that’s fine too 🙂

Alex Grist’s Departure

A while ago Alex Grist wrote a blog post outlining his side of the story regarding his departure from Cloud Sixteen. Unfortunately Cloud Sixteen never got an official chance to respond, so I’m going to detail what happened here.

Since late 2004, early 2005, I have been working with Lua on GMod. For a good 6 years I released scripts for free to the community, and hosted plenty of communities to engage both sandbox and roleplaying playerbases with huge success.

Around 5-6 years ago I began working on a roleplaying script called Cider. It was heavily enjoyed by the light roleplay community and before I knew it my server was packed. I eventually released this for free to the community and began evolving it into something more serious; from playing it I had developed a taste for serious roleplay, and Taco’n’Banana inspired me heavily.

Through many iterations, and over many years, Cider went through various names in its transition to a framework: Cider, Cydar, Blueprint, (a few others), kuroScript, OpenAura, and Clockwork.

Clockwork was my greatest achievement. I had completely re-written the inventory and item system to support fully dynamic and persistent item types, it was awesome. I made a schema called Test Bed to demonstrate the new features Clockwork had to offer, and CW: Test Bed was hosted by Cloud Sixteen. People loved it!

As time went on and I continued to develop Clockwork in public beta, university began to take over a large portion of my life. I managed to keep working on Clockwork in my spare time on the back of OpenAura’s success. It was when GMod 13 was released that many things about Garry’s Mod changed. I simply didn’t have the week or so required to convert Clockwork to GMod 13’s new format, as university was getting particularly heavy on me.

I needed to hire somebody. Alex Grist was always good fun, me and him would banter with the authentication system in OpenAura and Clockwork, I would try to make it uncrackable and he would try to crack it – good fun! We’d even talk in Steam about this, and I held no grudge on him at all for what he was doing.

It was for this reason that I decided to hire him, and so I did. Alex was given the deal that he could take money for pre-orders for the duration of the time that he works on Clockwork, and he did. Alex Grist did a great job working on Clockwork in my absence, and I respect him greatly for the pressure he took on.

When Alex decided to leave Cloud Sixteen after I had refused to up the percentage of money he could take from regular (non pre-order) sales, I was a very disappointed; he was a valuable asset to me, but I just couldn’t give him more money at that time.

I wish Alex all the best. I hope in the future we could work together again, under different and renewed circumstances.

Codebase – Doxy Generation

So I made a documentation generator for Clockwork. I already looked into existing ones, but they just weren’t practical for what I’m after, so I wrote my own. It scans the entire Clockwork project for specific tags within comment blocks, and then generates a JSON array of documented functions, hooks, libraries and classes.

I’m currently working on a website which uses the generated JSON array to provide a neat interface for viewing the Clockwork documentation. Users will be able to post both comments and examples for each object, and other users can upvote the best ones to the top of the page.

Here’s a quick example of how it works.