Difference between revisions of "Talk:Hyper Era"

From Valve Cut Content
Jump to: navigation, search
m (remove quote todo)
m
 
(3 intermediate revisions by 2 users not shown)
Line 3: Line 3:
  
  
include a "changes from last era" section, talk about how the 3 races concept merged and how c17 was merged
+
talk about rtb vignettes?
  
 
+
"The story of ''Half-Life 2'' began as a stack of index cards bearing nothing but the names of potential places for gameplay. Initial versions of the game were literally globe-spanning, taking Gordon Freeman on an epic journey from an icebound ship to an undersea base; from Washington, D.C. to the Middle East; from a vast "Scrapland" littered with the remains of the world's armies, to an alien fortress city. But as the story came into focus, the emphasis shifted toward a tighter, circular path, and the major environments were narrowed down to a mere dozen or so. The immediate design goals were twofold: to create a consistent and strikingly original visual universe, and to define a distinct ''Half-Life 2'' look and style."<ref name="hl2rtb160">[https://archive.org/details/half-life-2-raising-the-bar/page/160 ''Half-Life 2: Raising The Bar''], page 160</ref>
talk about rtb vignettes
 
  
  
Line 18: Line 17:
  
  
think about which of the two articles (pre-pitch or hyper) should talk about the early combine/ 3 races concept art, since it's hard to discern when they were illustrated
+
make a hoard article and reference it in both this and the pre-pitch episode
 +
 
 +
include a "changes from last era" section, talk about how the 3 races concept merged and how c17 was merged
 +
 
 +
Siggraph 23-28/7/2000, fire tech, physics destruction, materials, terrain displacements, facial animation, gas mask citizens, fisticuffs, fish like scanner movement, red haired alyx, odell, cremator, crab synth

Latest revision as of 05:33, 11 October 2024

Re-word summary to include the perspective of this era being "post-pitch"


talk about rtb vignettes?

"The story of Half-Life 2 began as a stack of index cards bearing nothing but the names of potential places for gameplay. Initial versions of the game were literally globe-spanning, taking Gordon Freeman on an epic journey from an icebound ship to an undersea base; from Washington, D.C. to the Middle East; from a vast "Scrapland" littered with the remains of the world's armies, to an alien fortress city. But as the story came into focus, the emphasis shifted toward a tighter, circular path, and the major environments were narrowed down to a mere dozen or so. The immediate design goals were twofold: to create a consistent and strikingly original visual universe, and to define a distinct Half-Life 2 look and style."[1]


find article that mentioned something about how what engine tf2 was running on was decided to be in-house (at a time just after the hl2 pitch)


find out the date when visual studio stopped using and updating .dsp files


find article or text talking about the physgun's origins


make a hoard article and reference it in both this and the pre-pitch episode

include a "changes from last era" section, talk about how the 3 races concept merged and how c17 was merged

Siggraph 23-28/7/2000, fire tech, physics destruction, materials, terrain displacements, facial animation, gas mask citizens, fisticuffs, fish like scanner movement, red haired alyx, odell, cremator, crab synth