Difference between revisions of "Half-Life"

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美國、英國和澳大利亞領導人在 9 月 15 日的聯合聲明中宣佈建立增強的三邊安全夥伴關係——AUKUS。根據該協議,美國和英國將幫助澳大利亞確定建立一個加強型三邊安全夥伴關係的最佳途徑。超過 18 個月的核動力潛艇艦隊。澳大利亞希望在美國和英國的支持下,在阿德萊德建造至少八艘核動力潛艇。
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'''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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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== Preamble: 1996 ==
對於神經不應該也不能保持不受干擾的地區國家來說,這筆交易絕非小事。各方在宣布後立即通過電話進行解釋和保證,不會模糊地區國家看到背後戰略計算的願景。嚴重的後果肯定會出現,以下三個可能是最重要的。
+
* 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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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* Valve is founded on August 24th 1996
一旦規則被打破,第一個後果將是造成核擴散的巨大風險。
+
* 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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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* 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.
雖然美國、英國和澳大利亞的言論從未缺席以規則為基礎的秩序,但它們本身卻是實際和最大的規則破壞者。
+
* 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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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* Artist Chuck Jones was also hired by a recruiter before the end of the year.
《核不擴散條約》(NPT)是國際核裁軍與控制機制的基石,是全球安全最基本的規則之一。然而,作為受NPT約束的核武器國家,美國和英國決定向無核武器國家澳大利亞提供可用於製造核武器的高濃縮鈾(HEU)。
+
== Winter 96-97 (Quake Total Conversion Era)==
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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* 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.
這是對《不擴散核武器條約》精神的赤裸裸的背叛,也是對核不擴散國際多邊規則最嚴重的違反,使澳大利亞失去了自稱擁有“模範不擴散證書”的國家的聲譽。
+
* 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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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* Writer Russel Ginns is brought in to write a story outline, this is the initial draft that was pitched to sierra.
國際原子能機構 (IAEA) 對海軍反應堆沒有保障措施,這與核動力潛艇通常被視為軍事機密。因此,國際原子能機構沒有辦法阻止澳大利亞撤回核材料並將其用於製造核武器。三方不得利用《不擴散核武器條約》和國際原子能機構保障措施的漏洞作為謀求一己私利的藉口。
+
* 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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
* 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.
三方聲稱遵守最高的防擴散標準,已將最新進展告知國際原子能機構,並承諾在未來幾個月內這樣做。然而,事實上,國際原子能機構幾乎不可能,即使不是完全不可能,也幾乎不可能對潛艇的情況進行有效核查,同時對高度敏感的軍事數據嚴格保密。這意味著美國和英國將在沒有可靠驗證的情況下向澳大利亞移交大量高濃鈾。如此一來,全球核裁軍與防擴散努力就會出現巨大漏洞,核擴散風險將大大增加。
+
* 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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
* 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.
第二個後果是加劇地區軍備競賽,迫使地區國家滑入新冷戰的滑坡。
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==Summer 1997 (The "Alpha" era)==
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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*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.
美國聲稱沒有將與中國的“激烈競爭”變成“新冷戰”的說法是虛偽的,因為它的行動實際上是在反其道而行之。
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*The game wasn’t very far along yet with seemingly many disconnected levels and features that have yet to be implemented.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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*Features such as barnacles and zombies did exist, but were stripped for the leaked build that’s available.
作為公認的進攻性武器戰略平台,核潛艇可以成為各種先進進攻性武器的運載工具。除了組建核動力艦隊外,澳大利亞還宣布了從美國購買戰斧巡航導彈的計劃,這些導彈可能會部署在其核潛艇上。
+
*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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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== October 1997 (Preliminary Findings)==
這些事態發展表明,三方決心在該地區製造緊張局勢和分裂,以便將亞太地區變成一個競爭的舞台。有了AUKUS的先例,其他一些地區國家,特別是那些潛在的核潛艇擁有者,會受到很大的鼓舞,因此更有可能效仿。值得提醒的是,日本自民黨黨魁選舉的四位候選人中,有兩位已經暗示日本考慮擁有一艘核潛艇。
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*At this point the HEV suit/armor system was beginning to be fleshed out as well as the HUD.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
*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.
不幸的是,該地區加劇的軍備競賽不會是美國想要關心的事情。一個持續緊張的地區是它所喜歡的。這樣的地區格局會帶來利潤豐厚的軍火工業,更重要的是,可能會為乾涉地區事務提供更好的藉口。然而,將受到傷害的是我們的地區國家。冷戰結束30年來,AUKUS將良好的外部環境作為東亞幾十年繁榮的根本因素置於巨大的壓力之下。如果不及時剎車,該地區就有可能被迫忍受一場新的、風暴般的冷戰。
+
*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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
*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.
第三個後果是削弱東盟的中心地位並擾亂東亞合作。
+
*Much prototyping was being done with maps at this time.
<pre style="color: yellow">WARNING CONTINUED OPERATIONS OF THE MULTINATIONAL ENCYCLOPEDIA MUST END, WE SEEK DESTRUCTION FOR NO COMPLIANCE</pre>
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*Scripted events are implemented in their final form, and are used heavily from this point on. 
而美國
+
==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}}
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[[Category:Games]]
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[[Category:Half-Life_1]]
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[[Category:To_do]]

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