-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|177|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
SoCoder -> Link Home -> Misc


 
HoboBen
Created : 14 May 2008
 

Valve’s Design Process For Creating Half-Life



https://www.gamasutra.com/features/19991210/birdwell_01.htm
"Our initial target release date was November 1997 — a year before the game actually shipped. This date would have given Valve a year to develop what was in essence a fancy Quake TC (Total Conversion — all new artwork, all new levels). By late September 1997, nearing the end of our original schedule, a whole lot of work had been done, but there was one major problem — the game wasn’t any fun."

 

Comments


Wednesday, 14 May 2008, 18:30
Jayenkai
...
tut!


I was about to go to bed!

*starts reading*
Wednesday, 14 May 2008, 18:48
Jayenkai
Cool!