Difference between revisions of "Talk:Dhabih Eng Era"

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<big>Cameo Style era</big>
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This era is easily one of the most widely recognized in Half-Life 2's development cycle, and is characterized by both concept art and an overall darker tone.  There are quite a number of maps from this era that are featured in the WC Mappack, giving us clues on the story at the time.
  
 
== Summary ==
 
== Summary ==
This era is characterised by the influence of several key features:
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[[File:Dhabih eng concept art 01.jpg|thumb|300px|Concept art depicting Gordon, Alyx, and Eli, as well as Skitch.]]
* The influence of Dark concept art in more stylistic color choices and somewhat exaggerated cartoony character design (seen in Dhabih Eng's concept art)
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This era, at the latest, started around June of 2000 (the proposal date of Laidlaw's "Timelapse Opening" vignette.)  Many new concepts were introduced during this era, including the Air Exchange, Ravenholm, and Gasmask Citizens.  The namesake of the era, Dhabih Eng, created numerous pieces of concept art for this, all of which featured an overall darker tone, more stylistic color choices, and somewhat exaggerated designs for the characters.  The Wasteland, as well as a train ride akin to the original Half-Life, were added inInitially, cameo-type segments were featured as well, but they were eventually scrapped in favor of a more unified story.  In reality, the changes made during this era were very gradual, although most of the elements during this era were eventually scrapped or heavily modified.  Even the scope of the game was both reduced and expanded upon during this era.  By the end of the era, it began to finally shape into the game we recognize today.
 
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== Changes from the Hyper Era ==
* Initially featured Cameo type story segments
 
 
 
* A very gradual amount of changes
 
 
 
the amount of these gradual changes could make for sub pages for the because there's alot.
 
this era had both a reduction and expansion in scope, as towards the end of this era (in the Pre-Retail) things were once again more realistic with thoughts of varied wildlife trying to survive on earth.
 
 
 
began, at the latest, on June 2nd 2000 (the proposal date of Laidlaw's "Timelapse Opening" vignette)
 
 
 
== major changes from the previous era ==
 
  
 
* o First proper player drivable vehicle, digger, earlier was manhack and rocket
 
* o First proper player drivable vehicle, digger, earlier was manhack and rocket

Revision as of 15:59, 11 December 2020

This era is easily one of the most widely recognized in Half-Life 2's development cycle, and is characterized by both concept art and an overall darker tone. There are quite a number of maps from this era that are featured in the WC Mappack, giving us clues on the story at the time.

Summary

Concept art depicting Gordon, Alyx, and Eli, as well as Skitch.

This era, at the latest, started around June of 2000 (the proposal date of Laidlaw's "Timelapse Opening" vignette.) Many new concepts were introduced during this era, including the Air Exchange, Ravenholm, and Gasmask Citizens. The namesake of the era, Dhabih Eng, created numerous pieces of concept art for this, all of which featured an overall darker tone, more stylistic color choices, and somewhat exaggerated designs for the characters. The Wasteland, as well as a train ride akin to the original Half-Life, were added in. Initially, cameo-type segments were featured as well, but they were eventually scrapped in favor of a more unified story. In reality, the changes made during this era were very gradual, although most of the elements during this era were eventually scrapped or heavily modified. Even the scope of the game was both reduced and expanded upon during this era. By the end of the era, it began to finally shape into the game we recognize today.

Changes from the Hyper Era

  • o First proper player drivable vehicle, digger, earlier was manhack and rocket
  • o Vehicles where designed to be small segments, changed later for more engagement


Early Physics manipulator design (beam physgun) Early physics implementation (ipion virtual physics still used)

  • brickbat
  • Physics manipulator considered as an ingame weapon


the 3 different alien race ideas are now not separate

  • Troops from the 2 main alien like races are featured together, some are fused designs others are not
  • the idea of gman's race having a city with a citadel is merged into the main setting
  • Slightly cartoonish like early tf2 style but dark, with Characters having slightly strange proportions
  • Synths styled to have glowing exposed components


Borealis moved to later in plot (not in arctic to begin with, no sack ticks)

Lab teleport introduced that Originally fails to go to kraken base

Gradual Changes

New Tripod hopper? (this art is really out of place of hl2, its in the same style as hl1 art, I've put it here due to the concepts towards the end experimenting with wildlife) Vertigo art deco museum then palace (figure out this) Player drivable Vehicle added to Wasteland traversal (at some point vehicles were properly added physically)

Tile semi-organic metal citadel vs laser weapon on top in vignette and concept art

Plane changed to helicopter? Or vice versa (voice files and outline in rtb: uncorrected proof) Plane crashes into one of them in Vertigo map, alyx captured, escape to other roof tops that have stalkers on them

Two Different consul designs

  • Consul Patrick Stewart star trek inspiration
  • More cartoony
  • o Kidnapped alyx

air exchange was thought of as two different possible concepts or both at once (polluter and atmosphere portal dam)

Skitch, Tbot and d0g development (also vignette) Concept art for tbot has the right proportions and features but different details to the textures and known model components Era started with tbot design Scrapland vignette seems related to some inspiration from forbidden planet

  • Dusty glass grill
  • Extending legs
  • New posture Looks like a beetle sitting down


Towards the Start

City 17 full of sky scrapers

Citadel positioning in relation to manhack arcade


Towards the End

City 17 barely any sky scrapers

Slow drift from cartoon esque to realistic with same maps/plot

D0g proper

Wasteland cut down to coast (<-- this might be better in pre-retail)

Antlion caves merged with quarry cave part of raven holm as victory mine

??/11/2001 chargeable gravity gun present (vtmb started development with source, never updated engine version [1])

Main Information

RTB Story Vignettes

Quarry town with monk, traps and mines (vignettes)

  • o Went into scurry mine field then encountered some antlions (talk about scurry mine art and map)
  • o Next place is a safe camp run by Captain Vance or eli


Antlion caves

  • o Much larger open spaces after eli den, planned to be even larger than the Antlion caves introduced with grub extract
  • o Antlion grubs were partially used but never fully as their purpose was still being figured out, left until episode 2 to be refined


Bus ride (in story vignette?)


Manhack arcade

Story

Kids in factories

Captain Vance, the Conscripts and Younger alyx design

Manhack arcade

Gargantua train sequence mentioned in a vignette in rtb, with the train ride being much longer

Wasteland

  • - Eli Maxwell Scrapyard
  • o Catch train, after a bit need to move on foot for some reason (todo, was this implied by the maps?)


Depot

  • Originally a prison
  • Gunship construction
  • Catch train to air ex
  • o Antlions attack with you but against you too


Citadel incinerator


Npcs

Trench coat metro cop older icon stunstick

Cremators

Slightly updated Bullsquid, higher res than hl1 but still cartoony

Man hack from this era only has textures and sounds

Early Dropship

Particle storm

  • Only limited particle system remains
  • Sounds for forming, dissipating, hovering and lightning strikes
  • A node for “particle storm rock spawn”, possibilities include
  •  Something for it to grab and throw
  •  Something that is a consequence of it attacking, allowing you to attack it
  •  Something for it to protect and for you to attack
  •  Something for it to spawn from
  • If not a proper enemy it is Possibly a method to keep the player within the playable area, like leeches or piranhas in the ocean, somewhat similar to the guardians in halo multiplayer maps

antlion guard


Sand Barnacle? texture is more realistic than this era The sand barnacle: (insert email here)

trapping method Hiding method Attack method
Spring loaded tongue whip Mostly buried in sand Melee bite attacks when close to centre circle depression

Normal barnacle:

trapping method Hiding method Attack method
dangling Sticky tongue Attach to ceiling Melee attacks with mouth when close


Speculation

the Scanner designed for this era is only in concept art and sounds

Computer Chips plot element in spire/weather control

  • Weather controlling related?
  • Allowing use of combine weaponry? (this is Specifically alluded to in audio from skyscraper between combine units)
  • if the above what they were for, it might have been explained at the start of the game in relation to the physics manipulator

key dates

(Note (bun): oh yeah americans this is in dd/mm/yyyy deal with it 😎 - should change to yyyy-mm-dd in final article)

  • 19/05/2000 tank plus diesel engine loop sounds
  • 22/05/2000 first reference to trans.txt and 'v' (valve) tools as opposed to 'q' (quake), in gary/buildnew.bat

(Note (bun): keep in mind oldtrans.txt does reference lab_ textures (which are actually very similar to the earliest lab maps we have))

  • 02/06/2000 timelapse opening vignette
  • 15/06/2000 first combot sounds
  • 21/06/2000 to 23/06/2000 sounds/c17/ wavs

(Note (bun): it occurs to me that these sounds could have been for siggraph/gyftvs)

  • 23/06/2000 to 28/06/2000 siggraph 2000, private/closed-room valve tech demo
  • 16/08/2000 to 17/08/2000 testlevel sounds
  • 24/08/2000 to 29/08/2000 testcitadel sounds
  • 09/10/2000 to 06/12/2000 sound/ambient/areas/borealis wavs
  • 10/10/2000 sound/ambient/areas/sky_scraper (vertigo) sounds
  •  01/11/2000 soldier vert lines (plus heli_way.wav)
  • 16/10/2000 to 01/11/2000 airex sounds
  • 11/10/2000 stalker sounds
  • 17/10/2000 all headcrab bite sounds
  • 23/10/2000 binocular signal sounds
  • 28/10/2000 alyx voice lines (misc, cache, citadel and skyscraper

[14/11/2000 vert lines were re-recorded with a different voice actor]

  • 29/10/2000 much more sounds for flying apc turret
  • 21/11/2000 to 06/12/2000 kraken ambient sounds
  • ricochet release date
  •  idea for city logo from platform designs
  •  possible reuse of content from tf2 development
  • • heads from realistic tf2
  • • armour is similar to space romans
  •  slight possibility of late development aleph character model
  • 8/11/2000 new bullsquid sounds
  • 14/11/2000 first mention of town, phys town zombie town trap town
  • 15/11/2000 to 14/12/2000 manhack sounds
  • 17/11/2000 to 22/11/2000 ice axe sound
  • 30/11/2000 soundscape_test sounds

(Note (bun): possible approx. soundscape implementation date?)


  • 8/01/2001 first manhack test room
  • 12/01/2001 to 16/01/2001 vortigaunt voice
  • 23/01/2001 vort test map
  • 9/03/2001 first wasteland scanner sound
  • 19/03/2001 first haz (hazard course) voice lines
  •  later, kleiner lines recorded (04/02/2002) and gman lines re-recorded (27/02/2000)
  • 27/03/2001 alien assassin ball sounds for tripwire
  • 30/03/2001 gunship sounds
  • 30/05/2001 to 6/11/2001 roller and roller bull sounds
  • 6/09/2001 roller mine sounds
  • 21/09/2001 to 26/09/2001 Particle storm sounds
  •  ??/11/2001 vampire: the masquerade -bloodlines starts development
  • o barely updated the sdk once downloaded, forced into crunch so no time to deal with changes in how source worked
  • o Old console variables for charged gravity gun
  •  Sounds for this still exist
  • 3/01/2002 crow sounds
  • o Used sack tick model while being programmed
  • 4/01/2002 hammer 3.4
  • o Proto_sniper code still refers to program as worldcraft, this is the date the name changed
  • 4/02/2002 first e3 sounds
  • 13/02/2002 visual studio 7 (version before was the last version to use dsp, v6) see hl2_scripts.dsp in hyper era article, since this file could have been updated with a mash of things prior to this date


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Hyper Era
HL2 - Eras Next section:
Pre-Retail Era