Nathan Bowden
Level Designer
“Defying Gravity” is a single player mini-level designed for Half-Life 2: Episode Two. The purpose of this level was to use scripting to create gameplay that was "outside the box" of the engine's typical mechanics. To achieve this, the level combines 2D platformer elements from Mega Man with the bouncing ball mechanic of Breakout.
The game takes place in an unnamed city overrun with Combine soldiers. The player moves through a rundown alley littered with debris in an effort to find safety. They must jump over and across obstacles to move through the environment.
The player uses an AR2 rifle to shoot Combine Energy Balls. The glowing orb destroys any enemy it contacts. The energy ball also bounces off objects within the environment, but detonates explosive barrels on contact.
The design goals for this project include:
Project Summary
Design Goals
Level Play Time: ~5 minutes
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Concept and documentation for creation of alternate game mode
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Created level layout including player path, progression, and implementation in engine
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Implemented 2D platformer playstyle, bouncing ball mechanic, and animation state system using scripting
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Placed clutter meshes and decals to achieve aesthetics goals
Download
Game: Half Life 2: Episode Two
Engine: Source SDK
Genre: 2D Action Platformer
Development Time: 7 Weeks
Game Type: Single Player Mission
Responsibilities
Development Info
Here, exploding barrels help the player learn about interacting with the environment.
The difficulty ramps up with multiple enemies. This section also contains the first health pickup.
The player fires an energy ball at an exploding barrel. This provides an alternate means of dealing with the enemy located below.
This section highlights the jump-and-shoot playstyle of the level by forcing the player to engage enemies at various heights.
The catwalks further emphasize the jump-and-shoot mechanic by presenting the player with a jumping environmental challenge.
Because the level does not make any changes to the game's source code, all gameplay variations had to be created using scripting entities.
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Pushing the design boundaries of an older engine can create fun new gameplay, but also presents unexpected challenges.
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Finding a way to create a modified version of the AR2 with a shorter delay proved significantly more time consuming than anticipated.
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Finding ways to convey the faster paced gameplay to the user took several iterations, delaying other parts of production.
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Creating a side scrolling level using the Half-Life 2 engine was a lot of fun.
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Finding creative ways to overcome the design limitations was very rewarding.