HalfLifeLoop posts
November Build - Delayed :(
Hello people, the demo build for November got delayed, sorry :( Unfortunately, I haven't had much time to work on the project lately, the next update will have the HECU, the Bullsquids, some NPCs, and some levels/rooms that are going to demonstrate the progression of a playthrough.It's not a...
Info about the next build!
Thank you for all your support and welcome to all the new patrons! I will be working hard to have a new demo for the end of the month with the HECU soldiers and more rooms to showcase the core loop of the game.Also.. a little sneak peek at some of the skins/outfits that will be featured in the game.
Development Gameplay Build #4 - Public
This build is the same as Version 3 but with houndeyes, some bug fixes and support for infodecals, have fun!Controls:WASD - MovementSpace - JumpCtrl - CrouchSpace mid air - Long JumpLeft Click - Primary AttackRight Click - Secondary AttackTab - Radial Weapons MenuQ - Switch to last weaponBackspace -...
Half-Life: Loop - Development Gameplay Preview #3
A new demo build showing the current state of the BSP support. Also, all Half-Life base weapons are done! There are still some tweaks to do but they are very functional.Having BSP support not only means custom rooms/maps, but it will also give me the freedom to make the rooms/maps outside of Unity a...
Development Gameplay Build #3 - Public
Third dev build, have fun!Controls:WASD - MovementSpace - JumpCtrl - CrouchSpace mid air - Long JumpLeft Click - Primary AttackRight Click - Secondary AttackTab - Radial Weapons MenuQ - Switch to last weaponBackspace - RestartEscape - QuitBSP Information:You will encounter a .RMF file in the Data fo...
Shotgun
I modified the original shotgun model to make it look like the first person model.
So gorgeous...
If you are a fan of Half-Life you know what I'm talking about.
Half-Life: Loop - Hivehand | Mini Update
The Hivehand, also called the Hornet Gun, is a weapon capable of shooting homing hornets which chase targets.
Half-Life: Loop - Snarks | Mini Update
Snarks done! This one was a little bit difficult to implement.
Working on the snarks!
The design is a mix between Half-Life 1 and Half-Life: Alyx
Half-Life: Loop - BSP Import Test
Thanks to the help of a TOP LEVEL programmer, I was able to import BSP maps almost flawlessly. In this video I loaded a modified version of c1a0 slightly adapted for the camera of the game, this is only a test and does not represent the final quality of the game.I'm going to be making all the le...
Half-Life: Loop - Development Gameplay Preview #2
New video and new demo!This time showing you all the new HUD, sounds and some other interesting things like the barnacle!-Patrons only- Build Download:https://www.patreon.com/posts/development-2-54494596
New Update Release Date
I will be releasing a new major update with a new playable build Tuesday!
HUD Mockup
Mockup of the possible HUD for Loop. I wanted to do something close to the HL2 hud because is more "flat" so is easy to work with larger resolutions, also I like the panels, they provide better visibility. I wanted to implement a radial weapon selector because they are more gamepad-friendly,...
Gordon Freeman - Model Comparison
A comparison between the original Gordon Freeman (player.mdl) model and Loop's version.
Gordon Freeman
Definitive version of Gordon Freeman for Half-Life: Loop
Gluon Gun
The Gluon Gun turned out very well! It's very satisfying to use.
Extra gif showing a Zombie as an Ally.
I'm thinking about implementing the chumtoad as some type of Pheropod (Bugbait) that works with the more primitive creatures.
Half-Life: Loop - Development Gameplay Preview #1
A short video showing all the mechanics that are currently in the game.-Patrons only- Build Download:https://www.patreon.com/posts/development-1-52808147
Impact effects
Trying to replicate Half-Life impact effects, I think it feels like Half-Life
Swim time!
I tried to recreate as close as possible the water shader from Half-Life and the player animations.The physics are not the same, you can't dive because there's no need of doing that in this type of gameplay.
Long Jump Module (Preview Video)
There's not any sound effect in the game yet.
Long Jump Module
I reworked the long jump module to make it more fitting for platforming, so now it works like a double jump but only with forward acceleration
Push Mechanic
We all remember the horrible push mechanics in Half-Life, most of the time the boxes flew out when pushed.. So.. I created a grab/push system with IK and 360 moving animations to fix that, now you can push things like a normal human being :P
GoldScr "vibe"
I'm making some experiments to try to maintain the GoldScr "vibe" so... I will be working on "WORLDCRAFT" to create the rooms and props for the game and then convert them to be used in Unity.



























