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毛泽东(1893年12月26日-1976年9月9日),字润之,湖南湘潭人[1]:3813。笔名子任,曾化名李德胜。中华民国大陆时期、中国共产党和中华人民共和国的重要政治家、军事家、战略家、外交家和诗人。自1945年中共七届一中全会出任中国共产党中央委员会主席至1976年逝世,是中华人民共和国历史上的第一代最高领导人[2]
'''Half-Life''' is a first-person shooter game developed by [[Valve Corporation| Valve Software]] and published by [[Sierra Entertainment| Sierra On-Line inc]] This game is notable as being both the fist game in the Half-Life series and the first game Valve would release. The game was immensely successful, thrusting Valve into the spotlight and winning over 50 game of the year awards. This page will function as both the history of Half-Life and an archive of all known about valves early days due to how closely tied they are.
== Preamble: 1996 ==
* Gabe Newell and Mike Harrington plan to leave Microsoft in mid-1996 to start a game company. They get into contact with Michael Abrash, who offers to license the Quake engine to them. Quake had come out that June.
* Valve is founded on August 24th 1996
* Key hires during Fall ‘96 include concept artist and designer Harry Teasley and programmer Ken Birdwell in October, and Quake designers John Guthrie and Steve Bond in November.
* Kelly Bailey is brought in around this time, and is chosen specifically because of his programming knowledge, previous friendship with Mike harrington at Microsoft, and his home studio - where he would record a 5 song demo for Half-Life prior to being hired.
* T.K. Backman, a friend of Birdwell, is hired as a programmer along with his brother, artist Ted Backman. Raising the Bar notes that Gabe jives with Ted’s surreal, genitalia-inspired monster designs.
* Artist Chuck Jones was also hired by a recruiter before the end of the year.
== Winter 96-97 (Quake Total Conversion Era)==
* Key hires during this time include Quake level designer Brett Johnson in December, Final Doom and Quake level designer Dario Casali in January, and environment artist Karen Laur in January, Brett is also considered for a composer role due to his musical background, however he turns down this offer, and remains a level designer.
* Brett had been recommended by his roommate and fellow Quake mapper Duncan X, who was working on Prospero at the time, however Duncan never worked on Half-Life prior to leaving the company before the turn of the new year in 1997.
* Writer Russel Ginns is brought in to write a story outline, this is the initial draft that was pitched to sierra.
* Laur’s arrival is especially notable since she, along with Yatsze Mark, are the only texture artists that worked on Half-Life. It can be assumed that any level design work before their time either used temp textures or Quake textures; Brett’s Quake-textured version of Stalkyard and Dario’s statements about the game being basically Quake seems to confirm this.
* Dario has stated in his developer commentary that the silo concept, which would eventually evolve into Blast Pit and Apprehension, was already prototyped by Harry Teasley by the time he was hired.
* According to Brett Johnson, the original goal was for the game to be a 16 level campaign more along the lines of a Quake Total Conversion.
* This is the same time where prospero begins development with its own team, many of whom would get transferred to HL after the projects cancellation. A core thing to make known is that Prospero was supposed to be the big hitter while Half-Life was more of a quick and easy project. This obviously went the opposite way.
==Summer 1997 (The "Alpha" era)==
*Not really too much to say other than in this time period the game would have been most similar to what was seen in the first trailers for the game along with the 0.52 Alpha build that was leaked back in 2013.
*The game wasn’t very far along yet with seemingly many disconnected levels and features that have yet to be implemented.
*Features such as barnacles and zombies did exist, but were stripped for the leaked build that’s available.
*Around this time, Prospero’s code is being worked on, and is referenced in with the leaked alpha’s FGD. The alpha also includes an enemy likely from Prospero in its tech demo, called the Probe Droid.
== October 1997 (Preliminary Findings)==
*At this point the HEV suit/armor system was beginning to be fleshed out as well as the HUD.
*The early green HUD was likely functional and the battery was to only draw when you had armor or had picked up the suit item. Hud icons for weapons are not known at all for this iteration of the HUD.
*During this time is when Preliminary Findings had been released for the press and public to check out to get Valve’s name out there.
*An early iteration of Brett Johnson’s Industrial Arts was in game at this time as seen in screenshots, along with temp voice acting for scientists done by Kelly Bailey. Barney had none as of yet, assumedly.
*Much prototyping was being done with maps at this time.
*Scripted events are implemented in their final form, and are used heavily from this point on. 
==December 1997 (German Leak Era)==
*Around this time a German build of Half-Life had leaked online, although any trace of this or any sign of the build being available is not known or flat out gone.
*At this point in time the HEV is assumed to be fully in the game function wise, along with new weapon viewmodels.
*Robot versions of most human NPCs are seen in screenshots along with a robo-zombie.
*At this time the build still named screenshots “QUAKE##”.
==Spring 1998 (Electric Playground)==
*At this point the game seemed far enough along to show demos and to be more public with gameplay.
*Once again a design change for the HEV suit featuring black rubber gloves for most if not all viewmodels but still keeping the red color scheme.
*Surface Tension was being fleshed out as a chapter and featured in a gameplay demo.
*On a Rail had also been featured in a gameplay demo. Although brief and featuring little gunplay, the tunnels you travel in the rail system would include Stukabats and Bloaters you would have to avoid.
==E3 1998==
*The game was only half way complete level wise by this point, possibly less.
*Office Warrens was possibly a complete chapter featuring many unseen areas and cut areas. (The Third Floor, Lounge, Atrium, etc.) Office Warrens was intended to live up to its name being very maze-like and an overall vast office sector.
*Demos of On a Rail, We’ve Got Hostiles, and Surface Tension were also shown off. These were likely similar to the Electric Playground demos but with more finalized assets.
*We’ve Got Hostiles footage is non-existent as of now but there are a few (low quality) screenshots of the chapter from around this time.
*Barney has temp voice acting done by Chuck Jones as well as more scientist dialogue from Kelly Bailey.
*The HEV suit has now been made orange as it is in the final release. The viewmodels were the first to be updated with this new color scheme, yet the suit pickup wasn’t updated and in game until a month or two later.
*The Barney model had Ted’s likeness and the textures were more finalized compared to previous iterations of the model.
*Redwood’s Half-Life preview, one of the more in depth showcases thus far, is created during this time. (source: Redwood sent me the original files for the preview, most are dated may 26th, 3 days before E3 98)
==Summer 1998 (The Rush)
*The company was under a lot of pressure and Sierra wasn’t going to allow any more delays so Valve had to buckle up and cobble together a finished product with a few months to spare, and Xen hadn’t been touched upon other than concept art.
*Kelly Bailey stepped in and stitched together many maps trying to make sense of everyone’s designs so a cohesive start to finish game could be played.
*The Scientist, Security Guard, and Zombie went through several design changes in this time period.
*The scientist was to wear a blue uniform with buckles on the chest, although it’s unknown and doubtful this version was ever in game. A zombie variant with the blue uniform however was in the game. The scientist they went with was the white labcoat nerds, and they wore black latex gloves likely due to skin group issues in the code at the time.
*Barney was looking more like his final design but with a different face. It was intended that Barney would have different face variations but this was never added in the code. Comments in the code still exist relating to several barney heads, along with different pitches for their voices.
*Multiplayer is being heavily refined during this point, modes such as Tron, Donkey Kong, and Joust - All employee “mod” gamemodes - are abandoned. Coop, Deathmatch, and Loot become the main 3 gamemodes. 
==Fall 1998 (The Final Stretch)==
*Xen was still being developed really close to release.
*Day One leaks at least twice and shows Valve a positive public reaction, causing them to concede on several issues and finish the game.
*The opening of the game is remade to match the new artstyle, it is completed in around 1 month.
*Several employees are hired on to handle code work, the ichthyosaur, skyboxes, and some pathfinding code get overhauled by an independent contractor.
*Another independent contractor overhauls the robot grunt models, but is commissioned for work in another country at the start of September, forcing Valve to use human models for the Security Guards and Scientists.
*Art is considered final by August at the latest. 
*Weapon Code is being worked on as one of the final tweaks to the game.
*Coop and Loot are abandoned due to a lack of time.
==Release and Legacy==
{{NavBox HL1}}


毛泽东出生于湖南湘潭韶山冲,幼年进入私塾读书,也务过农。1918年毕业于湖南省立第一师范学校。1921年参与建立中国共产党,后参与第一次国共合作。1927年-1949年间,参与第一次国共内战、第二次国共合作、抗日战争、第二次国共内战,并扮演重要角色。1945年中国共产党第七次全国代表大会后出任中央委员会主席和中央军事委员会主席,成为党的最高领导人。1949年出任中华人民共和国中央人民政府主席,1954年至1959年转为担任中华人民共和国主席。曾先后兼任人民革命军事委员会主席、国防委员会主席、中国人民政治协商会议全国委员会主席暨名誉主席等职。
[[Category:Games]]
 
[[Category:Half-Life_1]]
毛泽东是中国共产党创始人之一,中国人民解放军和中华人民共和国的主要缔造者和领导人,其终身担任中国共产党中央委员会主席、中国共产党中央军事委员会主席,被尊称为毛泽东主席、毛主席。在经济社会等方面,毛泽东于1949年起逐渐推行计划经济[3],1950年起推进了扫盲运动,1953年起推动社会主义改造和工业化,1954年主导制定了第一部《中华人民共和国宪法》,1958年提出开展“两弹一星”工程;毛泽东时代的中国人口总数由5亿多增长到9亿多,人口生育率高于世界平均水平、人口死亡率呈波动式下降[4][5],期间中国政府并未严格实行计划生育、曾一度鼓励生育[6][7]。与此同时,在政治文化等方面,1949年至1976年间,毛泽东主导或发动了土地改革运动、镇压反革命运动、三反五反运动、肃反运动、反右运动、大跃进、人民公社、四清运动、文化大革命等一系列政治和社会运动,中国国民经济及科教学术受到巨大冲击[8][9][10][11][12],中华传统文化及道德沦亡[13][14][15][16][17],民主、法制及宪政遭到严重破坏[12][18][19][20][21],据各方估计造成了数千万中国人的非正常死亡[22][23][24][25][26][27][28][29],亦有数千万中国人受到批斗和迫害[30][31][32][33][34]。
[[Category:To_do]]
 
1976年9月9日,毛泽东在北京病逝,终年83岁,遗体安放在毛主席纪念堂至今。世界各地对毛泽东的評價历来褒貶不一、充满争议,而毛泽东时代的朝鲜战争、中苏交恶、越南战争、中美破冰、红色高棉夺权等也是冷战期间世界各国博弈的显现。中国共产党、中华人民共和国官方将毛泽东定位为党和国家的缔造者以及党和国家第一代领导集体的核心,毛泽东思想被列为中国共产党的主要指导思想之一。支持者认为毛泽东在中国工业化、反对帝国主义和霸权主义的运动中作出了重要贡献,降低了中国人口的文盲率,并促进了中国妇女地位的提升[35][36][37][38];反对者则批评毛泽东的独裁、极权和推行个人崇拜,谴责毛泽东时代的诸多运动造成了大量人员和财产损失、文物古迹的损毁以及给中国社会带来的浩劫和精神创伤

Latest revision as of 22:53, 19 November 2024

Half-Life is a first-person shooter game developed by Valve Software and published by Sierra On-Line inc This game is notable as being both the fist game in the Half-Life series and the first game Valve would release. The game was immensely successful, thrusting Valve into the spotlight and winning over 50 game of the year awards. This page will function as both the history of Half-Life and an archive of all known about valves early days due to how closely tied they are.

Preamble: 1996

  • Gabe Newell and Mike Harrington plan to leave Microsoft in mid-1996 to start a game company. They get into contact with Michael Abrash, who offers to license the Quake engine to them. Quake had come out that June.
  • Valve is founded on August 24th 1996
  • Key hires during Fall ‘96 include concept artist and designer Harry Teasley and programmer Ken Birdwell in October, and Quake designers John Guthrie and Steve Bond in November.
  • Kelly Bailey is brought in around this time, and is chosen specifically because of his programming knowledge, previous friendship with Mike harrington at Microsoft, and his home studio - where he would record a 5 song demo for Half-Life prior to being hired.
  • T.K. Backman, a friend of Birdwell, is hired as a programmer along with his brother, artist Ted Backman. Raising the Bar notes that Gabe jives with Ted’s surreal, genitalia-inspired monster designs.
  • Artist Chuck Jones was also hired by a recruiter before the end of the year.

Winter 96-97 (Quake Total Conversion Era)

  • Key hires during this time include Quake level designer Brett Johnson in December, Final Doom and Quake level designer Dario Casali in January, and environment artist Karen Laur in January, Brett is also considered for a composer role due to his musical background, however he turns down this offer, and remains a level designer.
  • Brett had been recommended by his roommate and fellow Quake mapper Duncan X, who was working on Prospero at the time, however Duncan never worked on Half-Life prior to leaving the company before the turn of the new year in 1997.
  • Writer Russel Ginns is brought in to write a story outline, this is the initial draft that was pitched to sierra.
  • Laur’s arrival is especially notable since she, along with Yatsze Mark, are the only texture artists that worked on Half-Life. It can be assumed that any level design work before their time either used temp textures or Quake textures; Brett’s Quake-textured version of Stalkyard and Dario’s statements about the game being basically Quake seems to confirm this.
  • Dario has stated in his developer commentary that the silo concept, which would eventually evolve into Blast Pit and Apprehension, was already prototyped by Harry Teasley by the time he was hired.
  • According to Brett Johnson, the original goal was for the game to be a 16 level campaign more along the lines of a Quake Total Conversion.
  • This is the same time where prospero begins development with its own team, many of whom would get transferred to HL after the projects cancellation. A core thing to make known is that Prospero was supposed to be the big hitter while Half-Life was more of a quick and easy project. This obviously went the opposite way.

Summer 1997 (The "Alpha" era)

  • Not really too much to say other than in this time period the game would have been most similar to what was seen in the first trailers for the game along with the 0.52 Alpha build that was leaked back in 2013.
  • The game wasn’t very far along yet with seemingly many disconnected levels and features that have yet to be implemented.
  • Features such as barnacles and zombies did exist, but were stripped for the leaked build that’s available.
  • Around this time, Prospero’s code is being worked on, and is referenced in with the leaked alpha’s FGD. The alpha also includes an enemy likely from Prospero in its tech demo, called the Probe Droid.

October 1997 (Preliminary Findings)

  • At this point the HEV suit/armor system was beginning to be fleshed out as well as the HUD.
  • The early green HUD was likely functional and the battery was to only draw when you had armor or had picked up the suit item. Hud icons for weapons are not known at all for this iteration of the HUD.
  • During this time is when Preliminary Findings had been released for the press and public to check out to get Valve’s name out there.
  • An early iteration of Brett Johnson’s Industrial Arts was in game at this time as seen in screenshots, along with temp voice acting for scientists done by Kelly Bailey. Barney had none as of yet, assumedly.
  • Much prototyping was being done with maps at this time.
  • Scripted events are implemented in their final form, and are used heavily from this point on.

December 1997 (German Leak Era)

  • Around this time a German build of Half-Life had leaked online, although any trace of this or any sign of the build being available is not known or flat out gone.
  • At this point in time the HEV is assumed to be fully in the game function wise, along with new weapon viewmodels.
  • Robot versions of most human NPCs are seen in screenshots along with a robo-zombie.
  • At this time the build still named screenshots “QUAKE##”.

Spring 1998 (Electric Playground)

  • At this point the game seemed far enough along to show demos and to be more public with gameplay.
  • Once again a design change for the HEV suit featuring black rubber gloves for most if not all viewmodels but still keeping the red color scheme.
  • Surface Tension was being fleshed out as a chapter and featured in a gameplay demo.
  • On a Rail had also been featured in a gameplay demo. Although brief and featuring little gunplay, the tunnels you travel in the rail system would include Stukabats and Bloaters you would have to avoid.

E3 1998

  • The game was only half way complete level wise by this point, possibly less.
  • Office Warrens was possibly a complete chapter featuring many unseen areas and cut areas. (The Third Floor, Lounge, Atrium, etc.) Office Warrens was intended to live up to its name being very maze-like and an overall vast office sector.
  • Demos of On a Rail, We’ve Got Hostiles, and Surface Tension were also shown off. These were likely similar to the Electric Playground demos but with more finalized assets.
  • We’ve Got Hostiles footage is non-existent as of now but there are a few (low quality) screenshots of the chapter from around this time.
  • Barney has temp voice acting done by Chuck Jones as well as more scientist dialogue from Kelly Bailey.
  • The HEV suit has now been made orange as it is in the final release. The viewmodels were the first to be updated with this new color scheme, yet the suit pickup wasn’t updated and in game until a month or two later.
  • The Barney model had Ted’s likeness and the textures were more finalized compared to previous iterations of the model.
  • Redwood’s Half-Life preview, one of the more in depth showcases thus far, is created during this time. (source: Redwood sent me the original files for the preview, most are dated may 26th, 3 days before E3 98)

==Summer 1998 (The Rush)

  • The company was under a lot of pressure and Sierra wasn’t going to allow any more delays so Valve had to buckle up and cobble together a finished product with a few months to spare, and Xen hadn’t been touched upon other than concept art.
  • Kelly Bailey stepped in and stitched together many maps trying to make sense of everyone’s designs so a cohesive start to finish game could be played.
  • The Scientist, Security Guard, and Zombie went through several design changes in this time period.
  • The scientist was to wear a blue uniform with buckles on the chest, although it’s unknown and doubtful this version was ever in game. A zombie variant with the blue uniform however was in the game. The scientist they went with was the white labcoat nerds, and they wore black latex gloves likely due to skin group issues in the code at the time.
  • Barney was looking more like his final design but with a different face. It was intended that Barney would have different face variations but this was never added in the code. Comments in the code still exist relating to several barney heads, along with different pitches for their voices.
  • Multiplayer is being heavily refined during this point, modes such as Tron, Donkey Kong, and Joust - All employee “mod” gamemodes - are abandoned. Coop, Deathmatch, and Loot become the main 3 gamemodes.

Fall 1998 (The Final Stretch)

  • Xen was still being developed really close to release.
  • Day One leaks at least twice and shows Valve a positive public reaction, causing them to concede on several issues and finish the game.
  • The opening of the game is remade to match the new artstyle, it is completed in around 1 month.
  • Several employees are hired on to handle code work, the ichthyosaur, skyboxes, and some pathfinding code get overhauled by an independent contractor.
  • Another independent contractor overhauls the robot grunt models, but is commissioned for work in another country at the start of September, forcing Valve to use human models for the Security Guards and Scientists.
  • Art is considered final by August at the latest.
  • Weapon Code is being worked on as one of the final tweaks to the game.
  • Coop and Loot are abandoned due to a lack of time.

Release and Legacy