Tag: half-life 2
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the time i made headcrabs in unreal
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Way before Half-Life Alyx had been announced, I spent a couple of days one Christmas remaking Half-Life 2’s headcrabs (using their existing art and anims) in UE4, but with additional physical reactivity – they can lose their footing and struggle to recover, smash into things and active-ragdoll around after a bad jump, get picked up…
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one thing most players don’t know about the scanners in half-life 2 is
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You can let a scanner serve as a “strider scanner” which occasionally happens not very noticeably in HL2. What this does is, if a strider doesn’t know where you are and is patrolling, and the scanner scans you, suddenly the strider gives a big scary “whoop” and comes running over because the scanner told it…
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Dev Scoops: Simulating Eyes in Half-Life 2
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Years ago, I was making a stealth game in Unreal that I’ve since had to cancel amid circumstances beyond my control. At one point I was trying to make my characters’ eyes nice, and the gold standard for that was (and arguably still is) Half-Life 2. HL2 takes a novel approach: the eyes are not…
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Dead Space 3’s ending was really good
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I mostly ignored Dead Space when it came out, but last year I played the remake and then just recently I finished up 2 and 3 and 3’s DLC, which it turns out (I did not know this) is essential and is the end of the story, and it’s a really good ending. This was…