Half life 2 accelerated back hopping

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Gameplay mechanics in HL2 are obsolete nowadays, thus we redesigning them to make them feel more modern and up-to-date. We are digging through HL2 original storyline, Google Street View, books and references about places our game takes place in - everything to maintain a consistent plot and feel of the environment. Narrative has an important role in our game as it concludes the HL2 franchise. Before these assets are completed, level designers are forced to be using original HL2 ones as a temporary replacement. Our artists are focused on learning and practicing the Combine theme to give a completely new, fresh, but still nostalgic feeling of Combine architecture and interiors. Making assets (heavily focused on Combine theme for now) is mostly in concept art form for now.

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We'll be using re-written deferred rendering system ( screenshot of WIP! ) and new GUI (not based on Valve's VGUI2) system. The main target of development at this time is to get the most out of Source Engine - this is why we were focusing on shaders and skipping some limits drawn by SE. Let's catch up on what we've been up to, shall we?