I hope with the game being VR and having different forms of locomotion , they won't alter their signature level design too much. By that, I mean the platforming bits and tight space/vent crawling.
Kind of feels like they'd have to, no?I hope with the game being VR and having different forms of locomotion , they won't alter their signature level design too much. By that, I mean the platforming bits and tight space/vent crawling.
That really worries me, its a huge part of what makes Half-Life so great. Without it, I'm worried it'll just transform into yet another shooter game.Kind of feels like they'd have to, no?
With that said, I'll eat my hat if we can't ride on a Strider now that they've added a platform to them which is suspiciously similar in size to a roomscale playspace.
I hope with the game being VR and having different forms of locomotion , they won't alter their signature level design too much. By that, I mean the platforming bits and tight space/vent crawling.
But the whole point of the gravity gloves is so you can reach stuff far away from you.I think it is a safe bet that the game will be structured mainly around the room-scale experience, with areas small enough to reach everything.
The game is going to focus on manipulating things with your hands. That means you have to be able to reach it easily.
So... neither place is opposite Bungie. 🤔
But the whole point of the gravity gloves is so you can reach stuff far away from you.
Reminder that Epic is literally a few floors below Valve. Maybe all the anger Tim has is because of the constant moving of desks and people stomping and walking with their VR headsets.
They have an office in the same Lincoln Square tower where Valve is in Bellevue, WA. Saw their elevator lobby all the time on the way up.
They do have an office in Bellevue tho.
They have an office in the same Lincoln Square East tower where Valve is in Bellevue, WA. Saw their lobby all the time on the way up.
It's actually the Epic Store team there.I guess what I mean is that Tim Sweeney ain't gonna be there 😅
The image reminds me a bit of Brighton. There are so many games industry businesses in Brighton. In our current location we receive the wi-fi signal from two of them.
The first Valve youtube ad?
It would look exactly like Alyx's reveal trailer.Looks even more detailed and scarier than the face grabber now. The mouth now looks very disgusting, like guts and that SSS with the light penetrating the skin. I really can't imagine how HL3 would look using Source Engine 2.
Yeah Google "Epic Bellevue Jobs" and it will be quite obvious; it's mostly web / full stack dev jobs.. and then more obvious stuff.. "Backend Engineer, ECommerce."Wait, seriously? Epic store team is in the same building as Steam team? WTF :D
T minus seven hours...
That might've been the graphic Valve had on the HLA website?I remember there being an article, or something like that, with infographics explaining how they were developing HL:Alyx to work with all the different VR headsets, controllers, and setups one might have on PC. Anyone seen something like that?
I didn't realize there was a website! I tried looking for it and Google wasn't turning it up. Must have been buried.That might've been the graphic Valve had on the HLA website?
edit: https://www.half-life.com/en/alyx/vr
I'm amazed more footage doesn't "smooth" it out like Valve did. I assume this is the "steadicam" feature they added to Source 2.One thing I'm noticing after rewatching the trailer, I like how it doesn't have the typical shakiness that a lot of VR footage has. It's a good choice for showing how VR feels.
I didn't realize there was a website! I tried looking for it and Google wasn't turning it up. Must have been buried.
Yeah they've mentioned multiple times how they smoothed out that motion so that the trailer looks good in flat screens. Should be the standard for all VR game trailers or VR footage, that head shakiness for obvious reasons is not there when you actually play in VR and it misrepresents how the games actually look.One thing I'm noticing after rewatching the trailer, I like how it doesn't have the typical shakiness that a lot of VR footage has. It's a good choice for showing how VR feels.
Today's announcement includes video footage that confirms a data-leak examination by Valve News Network earlier this year: a new manipulation system dubbed the Gravity Gloves. And boy do these things look cool. Need to grab or pick something up? Point at whatever that object is (whether it's close or far away) with an open hand until it glows orange, then close your hand and flick your wrist toward yourself to fling the item in your direction. At this point, you get a moment to physically "catch" the object in question. Point, clench, flick, catch.
These gloves appear to solve one of the trickier issues of VR gaming, where a virtual item (a weapon, some ammo) requires real-world actions, like bending over or reaching awkwardly, to manipulate with your hands. How exactly they work in the course of gameplay remains to be seen: will players use the Gravity Gloves to snatch things out of enemies' hands? To catch and return live grenades? High-tech juggling, maybe? And what happens when you try to flick a distant object, but it's blocked by a gate or some other obstacle?
We hear that most every object in the game's world has been designed to be touched and manipulated by hands, both in terms of realistic physics and how real hands move through virtual objects. The best public information we have to this end is a recent DigiPen presentation from a Valve developer. Ever wondered how doors are constructed in VR? Valve developer Kerry Davis went on for over 30 minutes on the subject, and our sources indicate that this scrutiny went into every single hand-manipulation system within HLA.
Our sources have told us not to expect one iconic weapon in HLA, however. Each of these sources mentioned that a virtual crowbar was tested at one point in the game's multi-year development but was eventually scrapped. To be clear: we don't have conclusive evidence that the crowbar won't eventually appear in the game in one way or another. (If Valve plans to upgrade the game with a physical crowbar purchase, my sources sure haven't heard of it.)
Why is Index "Not Available In My Region" when this game comes out soon? Do they not want money?
Because they sold out of their existing and back-ordered stock shortly after HL:A was announced.
Surprised to see nobody here has talked more about the Gravity Gloves. (I was out of the country when all of this stuff went live, so I pre-wrote my story ahead of the end-of-November reveal.) Here's what I've learned from sources, in Seattle and otherwise, about how they function:
And from another article of mine:
The second snippet makes me hope that Valve makes Source 2 available for other developers making VR games going forward. A lot of the work they're putting in here would likely be very useful to prospective VR devs.Surprised to see nobody here has talked more about the Gravity Gloves. (I was out of the country when all of this stuff went live, so I pre-wrote my story ahead of the end-of-November reveal.) Here's what I've learned from sources, in Seattle and otherwise, about how they function:
And from another article of mine:
The second snippet makes me hope that Valve makes Source 2 available for other developers making VR games going forward. A lot of the work they're putting in here would likely be very useful to prospective VR devs.
Community-built environments
A set of Source 2 tools for building new environments will ship with the game, enabling any player to build and contribute new environments for the community to enjoy. Hammer, Valve's level authoring tool, has been updated with all of the game's virtual reality gameplay tools and components.
Poison head crabs were terrifying. That bit in EP1 where a load of them drop out of the ceiling onto your face in that hospital... Yeah I shall remember it well.