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This area addresses the design goal of teaching the player by providing a minor ramp up in difficulty.

  • It contains a group of Combine enemies and the first health pickup.

  • When the player approaches, they see three enemies, but the pile of crates separates them into two groups.

  • The first enemy opens fire on the player, but because the second two do not have line of sight, they do not attack. This way, the player chooses how challenging the encounter is.

  • When the player shoots the first, the ball also breaks the crates, and allows the second set of enemies to engage the player.

  • When the player dispatches this pair, the energy ball disintegrates them with a shower of particles, as pictured above. 

To address the design goal of creating Breakout style gameplay, this area makes extensive use of angled surfaces.

  • Players ricochet the energy ball off various catwalks that send the ball in unique directions. Several of these fire escapes send the ball on a course that causes them to bounce to multiple platforms.

  • The player must ricochet the ball off the platform to the left in order to dispatch the enemy attacking from the higher catwalk.

This screenshot highlights the Mega Man jump-and-shoot style gameplay.

  • The area promotes the combination of jumping and firing at different heights, requiring more precision from the player

  • The player sees the higher enemy first, and engages by jumping and firing a projectile. 

Level Layout

LevelLayout
  • Concept and documentation for creation of alternate game mode

  • Created level layout including player path, progression, and implementation in engine

  • Implemented 2D platformer playstyle, bouncing ball mechanic, and animation state system using scripting

  • 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

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