Difference between revisions of "Talk:Pre-Pitch Era"

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== development background ==
 
== development background ==
  
While conceptualizing for a sequel seemingly began right after HL1 went gold, the team was "officially" formed and cabals devised in June 1999. The only piece of development at this time was the idea of the game being grand, teleporting from planet to planet around a galaxy. With these thoughts being quite the case of second album syndrome it was just the initial idea, its scope was only cut down and refined from there upon thinking about the problems with continuity it would produce. <ref name="tfhohl2">[https://www.gamespot.com/articles/the-final-hours-of-half-life-2/1100-6112889/ The final hours of half life 2]</ref>
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While conceptualizing for a sequel seemingly began right after HL1 went gold, the team was seemingly "officially" formed in June 1999. The only piece of development at this time was the idea of the game being grand, teleporting from planet to planet around a galaxy. With these thoughts being quite the case of second album syndrome it was just the initial idea, its scope was only cut down and refined from there upon thinking about the problems with continuity it would produce. <ref name="tfhohl2">[https://www.gamespot.com/articles/the-final-hours-of-half-life-2/1100-6112889/ The final hours of half life 2]</ref>
  
  

Revision as of 06:08, 25 May 2020


The game was thought of as dark rather than action adventure, gradually moved towards the latter by the end of hl2 development This early on there was no goal that you could see from every level that you worked towards as the end of the game such as the citadel, instead it was on a smaller scaler where each level or set of levels had an easily identifiable goal [1]


This era was mostly exploratory world building through writing and concept art, with very few assets or maps made specifically for this era. most assets that were intended for this era, were later utilised or retooled for later eras as by the time they were completed the context of the game had changed.

development background

While conceptualizing for a sequel seemingly began right after HL1 went gold, the team was seemingly "officially" formed in June 1999. The only piece of development at this time was the idea of the game being grand, teleporting from planet to planet around a galaxy. With these thoughts being quite the case of second album syndrome it was just the initial idea, its scope was only cut down and refined from there upon thinking about the problems with continuity it would produce. [2]


It is that initial start to half life 2's development that led into this era of design philosophy.

It was with those six words that Gabe Newell launched the development of Half-Life 2 in June 1999. Yes, you read that right--1999, only six months after the original Half-Life shipped.

At first the team considered designing a game where Gordon would teleport to various planets around the galaxy and combat the Xen aliens from the first game. But Laidlaw says the team ultimately rejected that idea because it would be hard to create continuity between levels.

main information

3 different alien races:

Giant Primitive Tribal type insectoid aliens

  • DC/Middle east area
  • Used hollowed out caterpillar subway as transport, possible influence over dropship design (concept art)

Warrior Weaponized alien race

  • One creation is the sack ticks, inspired the headcrab canisters, had hoard markings on them for task group and delivery vehicle, the only modelled and programmed entity from this era?
  • another creation is The Hoard, some relation to symbols, possibly sentient and able to read

Gman Spy race

  • Prague-like city with a citadel

areas present in this version of the story:

characters:

  • I. A. Latham
  • Possible early alyx
  • Based off hl assassins
  • Could go invisible, next version of alyx mentions invisibility in the small story outlines

Stealth suit hev suit, Different introduction

  • Energy shield?
  • Waking up in a hospital then broken out by rebels possibly inspired by jacobs ladder.[3][4]
  • introduction as an agent for the gman race with the stealth suit

Key dates and info

19/11/1998 half life release date

1999 Early engine beginnings textures were tga only, inbetween wad and vmt, using quake 2 code (in the leak)

  • /utils/vview/gl_model.h
  • /engine/gl_model_private.h

31/5/1999 first hyper mention? (from sound file dates)

before or on 29/6/1999 tf2 boa borealis screenshots

9/07/1999 proffessional hl sdk sent to modders

  • Contains references to new vmf file type

11/11/1999 to 18/11/1999 dynamic dialogue odell, player interruptions(https://valvearchive.com/mail-vault/laidlaw/)

  • Stealth suit Gordon mention? Somehow assures that you are part of the resistance
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