Difference between revisions of "Talk:Pre Retail Era"

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<big>More realistic and immersive ??/3-9/2002</big>
+
== Summary ==
* - Alyx design update
+
 
* o No more invisibility power
+
This era is characterized by an updated visual style, which had a higher focus on realism than the older, more cartoony style of the earlier eras.  World-building was used with various locations and enemies in order to both explain and build upon the story, as well as further push the realism factor.
* o No more acrobatic skill
+
 
* o New face texture/geo, same hair
+
Enemies are designed in a way that fits their environment and their role in their affiliation. Rollers, for example, fill various niche roles in the Combine, handling cleanup of debris and security. Some enemies from HL1 are struggling to adapt such as starving Houndeyes, while others are thriving such as Bullsquids.
* o Old design was thought to be too generic and abiding by the tough stereotype
+
 
* - 2002 gravity gun
+
In this era, the Combine re-engineers most human technology, rather than re-using it like the previous eras.  An example of this change is the Hunter-Chopper's model; however, raw materials and weapons are still re-purposed.
* o Earliest gravity gun known
+
 
* o Charging power
+
== Development Background ==
* - Long physics manipulator with stock
+
 
* - new breen consul design, portrait
+
It was towards the end of this era, during the start of the refinement needed to take the game to retail, that Valve's servers were compromised, of course resulting in much of the development cycle [[The_2003_Leak | leaking to the public]].
* o tile era
+
 
* - Merge of dhabih Eng combine visuals and older designs  
+
This leak included both assets and code used throughout HL2's development, giving a glimpse into its development.  Unfortunately or not, a fair number of both assets and code were made obsolete by this point in time resulting in their absence or their files being overwritten with newer designs.
* o Advisor blue anti-gravity
+
 
* o Early gunship at e3 2003 blue
+
=== E3 2002 ===
* - Dog Tbot re-design
+
 
* o Takes skitch’s role as alyx pet
+
March ??/03/2002 failed demo to Gabe, [https://www.gamespot.com/articles/the-final-hours-of-half-life-2/1100-6112889/ The E3 That Never Was]
* o Combot eye and different colour scheme
+
* - Kleiner's lab is too long and boring.
* - Combine stun stick redesign
+
* - 10/04/2002 The Scanner is redesigned.
* o Originally needed ammo as battery is fully modelled
+
* - 22-24/05/2002 E3 2002 planned trailer.
* o Unsure if present earlier
+
 
* - Combine re-engineered technology rather than re-used
+
== Changes from the Cameo Era ==
* o Hunter chopper
+
 
* - Hydra 2003
+
By this point the visual style had completely settled into a realistic aesthetic after the gradual changes within the previous era.
* - More antlion variants and dynamic behaviours
+
 
* o Roller grub
+
<big>Character Changes</big>
* o Nurser
+
 
* o Dynamic difficulty caused by grubs (later in episodes)
+
Eli Maxwell was combined with Captain Vance in order to form..  Eli Vance.
* - bullsquid re-design crocodile
+
* o Bullsquid got his leg instead of the Particle Storm now.
* - Stalker re-design  
+
* - Particle Storm idea dropped (possibly recycled into the Ion Storm?)
* - Eli Maxwell combination with captain Vance
+
 
* o Bull squid got his leg
+
 
* - Particle storm Idea recycled into Ion storm
+
Dog (T-Bot) Redesign
* - More enemies
+
* o Takes Skitch’s role as Alyx's pet.
* o Sewer fauna x 2
+
* o Combot eye and different color scheme.
* o Cut hl1 enemy flocking floaters
+
 
* o Starving houndeyes
+
 
<big>Key dates</big>
+
<big> Weapon Changes </big>
* - 25/03/2002 first strider map implementation
+
 
* o 2/11/1999 first strider sound reference
+
2002 gravity gun model with charging ability from last era
* - March ??/03/2002 failed demo to Gabe
+
* o Earliest gravity gun design currently known, replaces the brickbat in terms of uses.  Before this, the physgun was implemented and considered for gameplay use.
* o Kleiners lab too long and boring
+
* o Gravity gun was chargeable, variables for this still exist in the 2003 code and the variables are compiled into vtmb. (https://valvearchive.com/archive/Half-Life/Half-Life%202/Videos/Making%20Game%20Trailers/4.jpg)
* - 10/04/2002 redesigned scanner
+
* - (also look at the Long physics manipulator with stock icons)
* - 22-24/05/2002 e3 2002 planned trailer
+
 
* - ??/06/2002 Harry Teasley leaves valve
+
 
* o Designed concepts for another valve game
+
Combine Stunstick Redesign
* o Some of these concepts were moved into hl2 beta
+
* o    Last design is seen in the icon, a similar design is used in HL2:Survivor.
* - 25/07/2002 physcannon sounds
+
* o Originally needed ammo as battery is completely modeled.
* o Making game trailers presentation
+
* o Unsure if present earlier.
* Screenshots of early chargeable gravity gun
+
 
* - 16/08/2002 combine scurry mines last edit
+
 
* - 27/08/2002 bugbait sounds
+
New Consul Design
* - September ??/09/2002 better concept reel
+
* o In concept art for the Citadel, the Consul's face is shown in a portrait to be much closer to the final version of Dr. Breen.  (https://valvearchive.com/archive/Half-Life/Half-Life%202/Art/Levels/Citadel/office.jpg)
* o Buggy race along city 17 coast
+
  Note (Bun): consul.mdl (therefore, breen's face) is from before or around december 2001 (7.0 vtf)
* o Headcrab encounter on a pier
+
 
* o Strider attacking downtown
+
 
* o Some re-tooled earlier sequence
+
<big>Citadel Changes</big>
*  Kleiners lab but shorter
+
 
 +
as mentioned above the closest citadel design in it's evolution is the tile design (https://valvearchive.com/archive/Half-Life/Half-Life%202/Art/Levels/Citadel/office.jpg)
 +
 
 +
 
 +
<big>NPC/Enemy Changes</big>
 +
 
 +
While the Combine were already a combination of races before this point, they did not all have the same visual styles.  This era merges the Dhabih Eng Combine visuals and older designs.
 +
* o Advisor blue anti-gravity.
 +
* o Early gunship at E3 2003 blue.
 +
 
 +
 
 +
<big>Bullsquid Redesign</big>
 +
* o Before this era, the Bullsquid was very close to the original HL1 design.  Now, it takes some realistic crocodilian inspiration.
 +
 
 +
(include images)
 +
 
 +
 
 +
<big>Stalker Redesign</big>
 +
* o The Stalker's design was changed up a little bit.  More implants were added to its skeletal structure.
 +
 
 +
 
 +
<big>More Enemies</big>
 +
* o Sewer fauna x 2.
 +
* o Cut Hl1 enemy (Flocking Floaters.)
 +
* o Starving Houndeyes.
 +
* o (Hydra 2003? intention of more enemies is still present.)
 +
 
 +
== Key Dates and Info ==
 +
* The Citadel by this point is the main building of City 17, towering over all others. https://archive.org/stream/HalfLife2RaisingTheBarUncorrectedProof/Half-Life-2-Raising-The-Bar-Uncorrected-Proof#page/n209/mode/1up/search/landmark
 +
* o 25/03/2002: First Strider map implementation.
 +
* o 2/11/1999 First Strider sound reference.
 +
 
 +
 
 +
 
 +
* - ??/06/2002 Harry Teasley leaves Valve.
 +
* - Designed concepts for another Valve game.
 +
* - Some of these concepts were moved into HL2's beta.
 +
 
 +
 
 +
* - 25/07/2002 physcannon sounds.
 +
* - Making game trailers presentation.
 +
* - Screenshots of early chargeable gravity gun.
 +
 
 +
 
 +
* - 16/08/2002 Combine scurry mine's last edit.
 +
* - 27/08/2002 Bugbait sounds.
 +
 
 +
 
 +
* - September ??/09/2002 better concept reel.
 +
* - Buggy race along City 17's coast.
 +
* - Headcrab encounter on a pier.
 +
* - Strider attacking downtown.
 +
* - Some re-tooled earlier sequence.
 +
* - Kleiner's Lab but shorter.
 +
 
 +
 
 +
{{PNSections
 +
|title=HL2 - Eras
 +
|before=[[Talk:Dhabih_Eng_Era|Dhabih Eng Era]]
 +
|after=[[Talk:Retail_Era|Retail Era]]
 +
}}
 +
 
 +
[[Category:Eras]]
 +
[[Category:Half-Life 2]]

Latest revision as of 05:33, 28 December 2021

Summary

This era is characterized by an updated visual style, which had a higher focus on realism than the older, more cartoony style of the earlier eras. World-building was used with various locations and enemies in order to both explain and build upon the story, as well as further push the realism factor.

Enemies are designed in a way that fits their environment and their role in their affiliation. Rollers, for example, fill various niche roles in the Combine, handling cleanup of debris and security. Some enemies from HL1 are struggling to adapt such as starving Houndeyes, while others are thriving such as Bullsquids.

In this era, the Combine re-engineers most human technology, rather than re-using it like the previous eras. An example of this change is the Hunter-Chopper's model; however, raw materials and weapons are still re-purposed.

Development Background

It was towards the end of this era, during the start of the refinement needed to take the game to retail, that Valve's servers were compromised, of course resulting in much of the development cycle leaking to the public.

This leak included both assets and code used throughout HL2's development, giving a glimpse into its development. Unfortunately or not, a fair number of both assets and code were made obsolete by this point in time resulting in their absence or their files being overwritten with newer designs.

E3 2002

March ??/03/2002 failed demo to Gabe, The E3 That Never Was

  • - Kleiner's lab is too long and boring.
  • - 10/04/2002 The Scanner is redesigned.
  • - 22-24/05/2002 E3 2002 planned trailer.

Changes from the Cameo Era

By this point the visual style had completely settled into a realistic aesthetic after the gradual changes within the previous era.

Character Changes

Eli Maxwell was combined with Captain Vance in order to form.. Eli Vance.

  • o Bullsquid got his leg instead of the Particle Storm now.
  • - Particle Storm idea dropped (possibly recycled into the Ion Storm?)


Dog (T-Bot) Redesign

  • o Takes Skitch’s role as Alyx's pet.
  • o Combot eye and different color scheme.


Weapon Changes

2002 gravity gun model with charging ability from last era


Combine Stunstick Redesign

  • o Last design is seen in the icon, a similar design is used in HL2:Survivor.
  • o Originally needed ammo as battery is completely modeled.
  • o Unsure if present earlier.


New Consul Design

  Note (Bun): consul.mdl (therefore, breen's face) is from before or around december 2001 (7.0 vtf)


Citadel Changes

as mentioned above the closest citadel design in it's evolution is the tile design (https://valvearchive.com/archive/Half-Life/Half-Life%202/Art/Levels/Citadel/office.jpg)


NPC/Enemy Changes

While the Combine were already a combination of races before this point, they did not all have the same visual styles. This era merges the Dhabih Eng Combine visuals and older designs.

  • o Advisor blue anti-gravity.
  • o Early gunship at E3 2003 blue.


Bullsquid Redesign

  • o Before this era, the Bullsquid was very close to the original HL1 design. Now, it takes some realistic crocodilian inspiration.

(include images)


Stalker Redesign

  • o The Stalker's design was changed up a little bit. More implants were added to its skeletal structure.


More Enemies

  • o Sewer fauna x 2.
  • o Cut Hl1 enemy (Flocking Floaters.)
  • o Starving Houndeyes.
  • o (Hydra 2003? intention of more enemies is still present.)

Key Dates and Info


  • - ??/06/2002 Harry Teasley leaves Valve.
  • - Designed concepts for another Valve game.
  • - Some of these concepts were moved into HL2's beta.


  • - 25/07/2002 physcannon sounds.
  • - Making game trailers presentation.
  • - Screenshots of early chargeable gravity gun.


  • - 16/08/2002 Combine scurry mine's last edit.
  • - 27/08/2002 Bugbait sounds.


  • - September ??/09/2002 better concept reel.
  • - Buggy race along City 17's coast.
  • - Headcrab encounter on a pier.
  • - Strider attacking downtown.
  • - Some re-tooled earlier sequence.
  • - Kleiner's Lab but shorter.


Previous section:
Dhabih Eng Era
HL2 - Eras Next section:
Retail Era