Difference between revisions of "Talk:Pre Retail Era"

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<big>More realistic and immersive ??/3-9/2002</big>
 
<big>More realistic and immersive ??/3-9/2002</big>
  
This era is characterised by an updated visual style, being less cartoony and more realistic, some enemies from the first game are struggling to adapt such as starving houndeyes while others are thriving such as the bull squid
+
This era is characterised by an updated visual style, being less cartoony and more realistic, another way this was done is by fleshing out the world building with various locations and enemies that explain or build upon the general story.
  
 +
enemies are designed in a way that fits their environment and their role in their affiliation, the rollers for example (circa 2001) 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 the bull squid.
  
<big>changes from last era:</big>
+
the difference between how this eras combine utilized most human technology and the previous era is that this eras Combine re-engineers it rather than re-using it, an example of this change is the hunter-chopper's model, raw materials and weapons however are still re-purposed.
  
Alyx design update
 
* o No more invisibility power
 
* o No more acrobatic skill
 
* o New face texture/geo, same hair
 
* o Old design was thought to be too generic and abiding by the tough stereotype (find where this was mentioned again)
 
  
 +
== changes from last era ==
 +
 +
<big>character changes</big>
  
Combine re-engineered technology rather than re-used, previously utilized technology initially made by humans such as the chopper
+
Alyx design update
* o Hunter chopper
+
* o No more invisibility power (mentioned in a vignette)
 +
* o No more acrobatic skill (associated)
 +
* o New face texture/geo, same hair, same kind of outfit
 +
* o Old design was thought to be too generic and abiding by the tough stereotype (raising the bar page 149, https://valvearchive.com/archive/Half-Life/Half-Life%202/Guides/Prima/Half-Life%202%20Raising%20The%20Bar/Half-Life%202%20-%20Raising%20the%20Bar.pdf)
  
  
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* - Particle storm Idea dropped (possibly recycled into the Ion storm?)
 
* - Particle storm Idea dropped (possibly recycled into the Ion storm?)
  
 +
 +
Dog Tbot re-design
 +
* o Takes skitch’s role as Alyx's pet
 +
* o Combot eye and different colour scheme
 +
 +
 +
<big> weapon changes </big>
  
 
2002 gravity gun
 
2002 gravity gun
* o Earliest gravity gun design currently known, the physgun was implemented before this and considered for gameplay uses
+
* o Earliest gravity gun design currently known, replaces the brickbat in terms of uses, the physgun was implemented before this and considered for gameplay uses
 
* 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)
 
* 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)
* - Long physics manipulator with stock
+
* - (also look at the Long physics manipulator with stock icons)
 +
 
 +
 
 +
Combine stun stick redesign
 +
*      last design is seen in the icon, a similar design is used in hl2:survivor
 +
* o Originally needed ammo as battery is completely modelled
 +
* o Unsure if present earlier
 +
 
 +
new consul design
 +
* this era is close to when the consul had breen's face as shown in a portrait in the citadel (https://valvearchive.com/archive/Half-Life/Half-Life%202/Art/Levels/Citadel/office.jpg)
 +
 
 +
 
 +
<big>citadel changes</big>
 +
 
 +
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>
  
* - new breen consul design, portrait
+
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 tile era
 
* - Merge of dhabih Eng combine visuals and older designs  
 
 
* o Advisor blue anti-gravity
 
* o Advisor blue anti-gravity
 
* o Early gunship at e3 2003 blue
 
* o Early gunship at e3 2003 blue
  
  
Dog Tbot re-design  
+
bullsquid re-design
* o Takes skitch’s role as Alyx's pet
+
* before this era the bullsquid was very close to the design utilized in hl1, now it takes some realistic crocodilian inspiration
* o Combot eye and different colour scheme
 
 
 
  
* - Combine stun stick redesign
 
* o Originally needed ammo as battery is completely modelled
 
* o Unsure if present earlier
 
  
 +
Stalker re-design
  
* - Hydra 2003
 
* - bullsquid re-design crocodile
 
* - Stalker re-design
 
  
* - More enemies
+
More enemies
 
* o Sewer fauna x 2
 
* o Sewer fauna x 2
 
* o Cut hl1 enemy flocking floaters
 
* o Cut hl1 enemy flocking floaters
 
* o Starving houndeyes
 
* o Starving houndeyes
 +
* o (Hydra 2003? intention of more enemies is still present)
  
== Key dates ==
+
== Key dates and info ==
 +
* the citadel by this point is the main building that towers over all the others https://archive.org/stream/HalfLife2RaisingTheBarUncorrectedProof/Half-Life-2-Raising-The-Bar-Uncorrected-Proof#page/n209/mode/1up/search/landmark
 
* - 25/03/2002 first strider map implementation
 
* - 25/03/2002 first strider map implementation
 
* o 2/11/1999 first strider sound reference
 
* o 2/11/1999 first strider sound reference

Revision as of 09:13, 10 March 2020

More realistic and immersive ??/3-9/2002

This era is characterised by an updated visual style, being less cartoony and more realistic, another way this was done is by fleshing out the world building with various locations and enemies that explain or build upon the general story.

enemies are designed in a way that fits their environment and their role in their affiliation, the rollers for example (circa 2001) 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 the bull squid.

the difference between how this eras combine utilized most human technology and the previous era is that this eras Combine re-engineers it rather than re-using it, an example of this change is the hunter-chopper's model, raw materials and weapons however are still re-purposed.


changes from last era

character changes

Alyx design update


Eli Maxwell was combined with captain Vance

  • o Bull squid got his leg instead of the particle storm now
  • - Particle storm Idea dropped (possibly recycled into the Ion storm?)


Dog Tbot re-design

  • o Takes skitch’s role as Alyx's pet
  • o Combot eye and different colour scheme


weapon changes

2002 gravity gun


Combine stun stick redesign

  • last design is seen in the icon, a similar design is used in hl2:survivor
  • o Originally needed ammo as battery is completely modelled
  • o Unsure if present earlier

new consul design


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 re-design

  • before this era the bullsquid was very close to the design utilized in hl1, now it takes some realistic crocodilian inspiration


Stalker re-design


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

  • the citadel by this point is the main building that towers over all the others https://archive.org/stream/HalfLife2RaisingTheBarUncorrectedProof/Half-Life-2-Raising-The-Bar-Uncorrected-Proof#page/n209/mode/1up/search/landmark
  • - 25/03/2002 first strider map implementation
  • o 2/11/1999 first strider sound reference
  • - March ??/03/2002 failed demo to Gabe
  • o Kleiners lab too long and boring
  • - 10/04/2002 redesigned scanner
  • - 22-24/05/2002 e3 2002 planned trailer
  • - ??/06/2002 Harry Teasley leaves valve
  • o Designed concepts for another valve game
  • o Some of these concepts were moved into hl2 beta
  • - 25/07/2002 physcannon sounds
  • o Making game trailers presentation
  •  Screenshots of early chargeable gravity gun
  • - 16/08/2002 combine scurry mines last edit
  • - 27/08/2002 bugbait sounds
  • - September ??/09/2002 better concept reel
  • o Buggy race along city 17 coast
  • o Headcrab encounter on a pier
  • o Strider attacking downtown
  • o Some re-tooled earlier sequence
  •  Kleiners lab but shorter