Half-Life 2 - A Canvas for Original Works 32
Moe Napoli writes "Nearly six months since its release, Half-Life 2 is not only making
ripples for its being a great game, but also for the works being made
from the game itself. Garry's Mod
(aka GMod) is a extremely popular and fun "sandbox" modification for
Half-Life 2, that allows you to play with the game's exceptional
physics engine as well as pose characters, create Rube Goldberg-type
devices and other physics phun inside of HL2. Taking advantage of GMod's
character posing, the compelling and professionally produced Apostasy
is an online comic that follows 3 characters
from the HL2 universe and is interwoven within and around the game's original
narrative. Still
Seeing Breen
is an excellent machinima music video created by intercutting the game
events with a singing G-Man - ultimately displaying Valve's powerful
FacePoser software (which comes with the game's SDK) and HL2's capabilities
for machinima development (spoiler alert for those who haven't
completed the game yet).
It's really great stuff - I'm looking forward to what the next six months brings."
Wait a sec... (Score:5, Funny)
Somethings going to burn, and it isn't city 17
Re:Wait a sec... (Score:1)
Re:Wait a sec... (Score:1)
Warning for 56kers (Score:4, Informative)
News to me. (Score:2, Interesting)
Re:News to me. (Score:1)
But everyone's now happy that HL2 came with great modability. --- is that even a word? That's what makes the old school games so great (e.g. Q1).
...havok (Score:2, Insightful)
same physics engine is in a lot of other games, too.
and too bad it was never used in hl2 to enable creativity in the player. never, not once. every time the player just has to do something envisioned before.
Mod parent up! (Score:1)
Re:...havok (Score:2)
Re:...havok (Score:5, Insightful)
HL2 is a linear FPS with a strong story line element, not Sim City. Besides, there were quite a few interesting sequences that took advantage of the physics. Moving objects so that you could walk around on the sand. Squishing bad guys with shipping crates from a tower. All of the floating / weight puzzles.
Arguably the best thing in the game was the gravity gun, and that was completely physics based. The second best thing was blowing things up and watching the physics-driven debris take out baddies all around. The third best thing was rolling garbage into the hanging tongues, but maybe that's just me getting petty revenge. And, of course, there were the driving sequences.
I certainly had a lot of points where I moved things around to get better cover, or to cause more debris to fly. If anything the seamless nature of the integration makes it a success. The game wasn't about physics any more than it was about health or guns, but it used both with reasonable subtly and to good effect.
Re:...havok (Score:2)
Re:...havok (Score:5, Insightful)
As a developer, pseudolinear play is a pain in the arse. Sandbox / true nonlinear play is appropriate for certain areas in Tenchu, for example, where your goal is to kill everyone in a level and it doesn't matter how that happens. I love sandbox games, but you have to make the entire game around such things. HL isn't. Most of HL is getting from point A to point B without getting killed, in order to drive the plot forward. Giving the player 1,000 ways to do it will just mean the player takes their sandbuggy, jumps the fence, and the level is over. It's a different type of game.
If you give the player 3 different ways to do something (which I'm calling pseudolinear), you're now making each level three times. You also have the problem that it isn't always clear what to accept or ignore. And, trust me on this one, players will find a way to wedge themselves into a position they can't get out of.
If you want nonlinear or pseudolinear play, try Deus Ex 2. Honestly it was a bit of a mess because it was too nonlinear, what with all the keycards and lock picking and getting people to let you in places and blowing things up, etc. But it was an OK game. Deus Ex 2 also used the Havoc physics engine (although an earlier iteration). Not surprisingly, the solutions to puzzles that used physics, basically had one way to solve them. Pile up boxes, move things over, jump on top.
I love nonlinear play. But with certain goal structures too much nonlinearity is inappropriate. HL2 is one of them.
Re:...havok (Score:1, Interesting)
Re:...havok (Score:2)
Really? [penny-arcade.com]
well (Score:5, Insightful)
By opening the game up for easy modification, they increase the lifespan of their product, and it also allows them to fish for new talented staff from the fans who create the mods. Good going valve, and more importantly, good going to the mod creators.
This is nothing new (Score:2)
Still the stuff is cool, and I do like Garry'sMod
coral cash (Score:1)
me likey the web comics. just in case of slashdottedness, here's a coupla coral caches for the first issue of the apostasy series:
Part 1
http://www.phwcomics.com/index.php?pid=12&cs=13&ci d=148.nyud.net:8090 [phwcomics.com]
Part 2
http://www.phwcomics.com/index.php?pid=12&cs=13&ci d=150.nyud.net:8090 [phwcomics.com]
Part 3
http://www.phwcomics.com/index.php?pid=12&cs=13&ci d=151.nyud.net:8090 [phwcomics.com]
Re:coral cache (Score:1)
P1: http://www.phwcomics.com.nyud.net:8090/index.php?p id=12&cs=13&cid=148 [nyud.net]
P2: http://www.phwcomics.com.nyud.net:8090/index.php?p id=12&cs=13&cid=150 [nyud.net]
P3: http://www.phwcomics.com.nyud.net:8090/index.php?p id=12&cs=13&cid=151 [nyud.net]
Note the [nuyd.net] URL and the nyuddy slowness. You've got to add
Physics engine (Score:2)
Companies are going to be realizing more and more that innovative gameplay is what wins, and they can't provide it because they're too risk adverse. What they CAN provide is the best physics engines available since they have the time and R&D dollars to sink into it.
I really wouldn't be surprised if they b
They already have! (Score:1)
They didn't provide it. (Score:2)
And focus they did. Source sucks versus every other modern engine in every way imaginable, with one exception: Half-Life 2 runs on it.
Don't forget fine art re-enactments! (Score:2)
See here [facepunchstudios.com] for amusing screen shots. Be warned some of them contain nudity.
Music game movies (Score:2)
I'm about 97% sure that here in Australia doing such a thing requires two things:
1) A license from APRA (the not-for-profit that provides licensing for such things) for 'telesyncing'
2) Explicit permission from the copyright holder
Does including a whole audio track fall under 'fair use' in the US copyright laws?
Re:Music game movies (Score:1)
That said, they usually run below the radar and for the labels that are aware might even see it as promotional use (I said, might).
Re:Music game movies (Score:1)
Re:Music game movies (Score:1)
btw, my mention of "in these Machinima vids" should have read just "in Machinima vids." Too rude a use of my adjectves.
Re:Music game movies (Score:1)
I loved that song/video and at the same time I cant see it without getting this sad/melancholy feeling. I think it is tying into my childhood memories of seeing Silent Running.
Re:Music game movies (Score:1)
And yeah, it does feel a lot like Silent Running - man, that goes back some.
Oh Whatever (Score:2)
It's always interesting to see a quick summary of what people are doing with an engine, but the fanboy title is just more evidence on how lazy slashdot has gotten.