
The basic plot of Half-Life 2 is pretty
simple in concept, much as the first game
was. The player is once again Gordon
Freeman, but rather than being involved in
the action by happenstance, he's placed
there by the G-Man. Players of the first
game will recall being given a "choice" at
the end - work for him, or die horribly.
Needless to say, the former was used as the
springboard for a sequel.
Gordon was placed in some kind of stasis
following the events in Half-Life, and is
reactivated by the G-man to deal with a
growing problem on Earth - aliens are
running the show 1984-style, using Black
Mesa's administrator, Dr. Wallace Breen, as
a puppet/mouthpiece to control huamnity and
maintain order. Gordon is teleported to City
17, an urban center (apparently in Russia,
judging by the Cyrillic characters on some
of the buildings and the names of some of
the local people and places) where Dr. Breen
has his main administrative center.
Fortunately, Gordon is not alone against
the forces of the alien Combine - characters
from Half-Life are working with a resistance
movement and will be more than happy to help
Gordon, who has become something of a
mythical figure amongst the resistance
members. Doctors Kleiner and Vance,
scientists from Black Mesa, have been
working on some high-tech aid for humanity.
Barney Calhoun ("the" security guard from
Black Mesa) has been working inside "Civil
Protection," the oppressive police force of
City 17, to keep the reisistance as safe as
possible. New characters include Dr. Judith
Mossman, an assistant of Eli Vance's, and
Eli's daughter Alyx.

Half-Life 2 is comprised of 14 chapters.
Since there's a lot to do and see in the
game, as well as plenty of stopover areas in
some otherwise fast-paced levels, the amount
of time it takes to complete each chapter
will vary based on the player's proclivity
for exploration, perfection, sight-seeing,
tomfoolery, hijinx, shenanigans and other
sorts of goings-on. A relatively exploratory
and skilled player can probably expect to
spend 1 to 2 hours in each chapter on
average, making for a pretty lengthy game.
Apart from City 17 and its various
sub-environs (a canal, a zombie-infested
urban wasteland and the streets themselves),
game locations include a coastal highway
beset by burrowing insect-aliens,
labratories, a Combine prison and, of
course, the massive Citadel at the center of
the city.
The Game

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Half-Life 2 is developed by
Valve Software the creators of
Half-Life.
In conclusion, Half-Life 2 WILL set new
standards for every game that precedes
it to try to brake, what more can you
ask for in a game? |
:
Windows(r) 98, 2000, ME, XP
Pentium/AMD 1.2GHz, 256 MB RAM
DirectX 7 Compatible Video Card
Mouse, keyboard
:
Pentium/AMD 2.4GHz
DirectX 9 Compatible Video Card
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The Technology

- Version 2.0 (and below)
shaders, bump mapping, LOD on
models and world
- Author shaders with
HLSL
- Cube and environment
mapping
- Dynamic lights, vertex
lighting and light maps, many
light types including
flickering, pulsing etc.
- High-Dynamic Range
lighting
- Water with refraction
and fresnel effects
- Advanced particle
system that can emit sprites or
models
- Projected shadows allow
for a large number of characters
per scene
- Occluder entities for
visibility blocking
- Indoor/Outdoor
environments
. Deformable terrain
. 3D skyboxes extend the
horizon and add parallax on
distant objects
. Dynamically rendered
organics (grass, trees etc)
- Subdivision surfaces,
diffuse & specular bump maps
- Real-time radiosity
lighting
- Effects include but are
not limited to: particles,
beams, volumetric smoke, sparks,
blood, environmental effects
like fog and rain
- Scalability
. Dx6-Dx9 hardware
supported
Materials System

- Instead of
traditional textures, Source
defines sets of materials
that specify what the object is
made from and the texture used
for that object. A material
specifies how an object will
fracture when broken, what it
will sound like when broken or
dragged across another surface,
and what that object’s mass and
buoyancy are. This system is
much more flexible than other
texture only based systems.
- Materials can interact
with objects or NPCs such as mud
or ice for vehicles to
slide/lose traction on.
Multiplayer Network Code

- Time and gamer
tested by millions of gamers
around the world
- Support for both LAN
based multiplayer and Internet
based multiplayer games
- Prediction analysis for
interpolating collision/hit
detection
- Optimizations for
high-latency, high-packet loss
56k connections
Advanced Characters

- Detailed and
believable characters
- Realistic eyes
. Focus on player/object,
not simply parallel views
. Proper eye “bulge” for
realistic eye reflections
- Simulated musculature
provides outstanding emotions,
speech and body language
- Language independent
speech, characters can naturally
speak in many languages
- Skeletal/bone system
for animation
- Layered animation
system can synthesize complex
animations out of several pieces
Physics

- More responsive
world with realistic
interactions
- Sounds & graphics
follow from physics
- AI characters can
interact with physically
simulated objects
- Ropes/cables, machines,
constraint systems, ragdoll
physics
- Can be controlled by
level design
- Kinematic animated bone
followers
- Custom procedural
physics controllers
- Vehicles
. Wheels slip and skid
. Realistic suspensions
with springs on each wheel
. Realistic leaning during
acceleration/deceleration and
turning
. Individually tunable
parameters such as horsepower,
gearing, max speed, shift speed,
tire material, tire friction,
spring tension/dampening etc.
. Multiple players in a
vehicle in multiplayer
. Hovercraft support for
cheaper simulation
Advanced AI

- I/O system allowing
level designers to control AI
- Sophisticated
navigation: characters that run,
fly, jump, crouch, climb stairs
and ladders, and burrow
underground
- AI senses things using
sight, sound, smell
- AI relationships
determine friend/foe status of
other entities
- Battle AI allows squads
of AI characters to operate
together, know when to advance,
retreat, lay cover fire, etc.
Sound
 - 5.1 surround sound,
4 speaker surround
- High-quality 3D
specialization
- Custom software DSP
- Automatic DSP based on
environmental geometry
- ADPCM decompression
- 16-bit 44KHz, stereo
wave data with all features
- MP3 decompression
(requires Miles license)
- Support for audio
streaming on any wave
- Real-time wave file
stitching
- Pre-authored Doppler
effect encoded waves
- Pre-authored distance
variant encoded waves
UI

- Server browser
- Displays all active game
servers and allows a player to
choose which one to participate
on. Players can filter and sort
server lists in order to speed
up the display and selection of
a server.
- Friends instant
messenger - Allows players
to message each other both in
and out of the game as well as
join friends in existing games.
No more confusion about what
server your friends are on, you
can easily join with this
feature.
- VGUI – Valve’s
custom GUI interface mimics most
of the windows controls but is
rendered using the Source engine
for both in game and out of game
uniform UI display. VGUI is
platform independent and is
Unicode compliant for ease of
localization
Programming

- All code written in
C/C++ using Visual Studio 6.0.
Easily and quickly derive new
entities from existing base
classes.
- Internal context
sensitive performance monitoring
system
- Graphics performance
measurement tools built into the
engine
- Modular code design
(via DLL’s) allows swapping out
of core components for easy
upgrading or code replacement
- Dx9 shaders all written
in HLSL
Tools

- Faceposer
. Facial expression tool
used to craft speech and
emotions
- Valve Hammer Editor
. WYSIWYG World editor
. Create world brushes
. Terrain editor
. Place detailed world
models and AI NPCs
. Set navigation
points/paths for NPCs
. Place triggers, clip
brushes, logic etc.
. Allows level designer to
hook up I/O between entities to
control AI within the game|
- Half-Life Model
Viewer
. Full model previewer
. Rotate models in any
direction
. Setup hit boxes
. View physics hull
. View normals
. Wireframe, shaded or
textured view modes
- Studiomdl
. Model compiler
- Vbsp, Vrad, Vvis,
VMPI
. Map compilation tools
(bsp, lighting and visibility)
. VMPI – distributed
compilation tool allowing level
compiles to be spread across
many pc’s greatly reducing
compile times
- Exporters
. XSI, Max and Maya
.smd exporters for exporting 3D
model |