Valve Isn't Trying to Hide HL3 Anymore - HLX Files #5

Tyler McVicker
23 Nov 202408:58

Summary

TLDRThe video discusses the latest updates surrounding Valve's long-awaited *Half-Life 3*, with a focus on the new systems and features being developed for the game. It highlights advanced NPC AI, physical simulations, and shared environment tricks, as well as the integration of discarded elements from the canceled *Ry* game, including voxel-based destruction and complex physics. The video suggests that Valve is aiming for a groundbreaking experience, pushing physical fidelity rather than focusing solely on graphical improvements. With elements of immersive simulation and procedural generation, *Half-Life 3* promises to be a next-gen title, blending innovation with classic *Half-Life* gameplay.

Takeaways

  • 😀 HLX (Half-Life 3) is actively in production, with Valve continuing to work on it despite other major updates for Dota 2 and Counter-Strike 2.
  • 😀 Valve is innovating NPC behavior systems, building on elements from Half-Life 2, and introducing more complex NPC interactions like standoff states and AI reactions to sound.
  • 😀 The 'hopping distance' model now allows for entities to change their movement behavior, likely to enhance creature AI or related systems in HLX.
  • 😀 Shared environments, a pseudo level streaming technique, is being used to create seamless transitions between areas, improving immersion in HLX.
  • 😀 HLX will feature voxel-based destruction, a technology originally developed for Valve's canceled game 'Ry,' demonstrating advanced physics simulations and procedural destruction.
  • 😀 New NPC systems in HLX will include dynamic entity relationships, meaning NPCs will respond differently depending on their surroundings and other NPCs.
  • 😀 Valve is experimenting with advanced physics simulations, such as fluid dynamics, buoyancy, and vehicle simulation, which are being integrated into HLX from the canceled 'Ry' project.
  • 😀 Some aspects of HLX's gameplay and systems are influenced by 'Ry,' including NPC spawners, multiplayer logic, and destructibility, showing that Valve is recycling old tech.
  • 😀 HLX will feature a range of physical simulations, including destructible environments and detailed weapon physics, pushing the boundaries of physical fidelity in gaming.
  • 😀 Despite the advanced features, there is confidence that HLX will run smoothly on devices like the Steam Deck, continuing Valve's tradition of optimizing games for various hardware configurations.

Q & A

  • What is the primary focus of Valve's development efforts as mentioned in the transcript?

    -Valve is working on multiple projects simultaneously, with a significant focus on polishing and finishing updates for Dota 2, Counter-Strike 2, and most importantly, the next Half-Life game, tentatively called 'HLX' or Half-Life 3.

  • What new feature related to NPC AI is being worked on for the upcoming Half-Life game?

    -The upcoming Half-Life game is focusing on improving NPC AI, including behaviors like 'standoff' states and adapting NPC reactions based on their relationships with other entities in the game world. These include sound-based reactions from Half-Life 2 being expanded and refined.

  • What is 'shared environments' and how does it function in the context of level streaming?

    -'Shared environments' is a technique used to create the illusion of seamless level transitions by streaming in parts of the previous level rather than copying and loading the geometry multiple times. This is likely a part of the optimization in the upcoming Half-Life game.

  • How does the concept of 'hopping distance' play into NPC behavior?

    -The 'hopping distance' model refers to how NPCs might change their movement distance, likely in relation to alien fauna or creatures. It also connects to NPC turning speeds and possibly AI interactions within the environment.

  • What is the significance of the 'Point Orient' entity found in the latest Dota 2 update?

    -'Point Orient' is an entity in the Dota 2 update that allows for more realistic NPC orientations, likely tied to the simulation of how NPCs react and turn in the environment. This feature may tie into movement mechanics or NPC behavior in the upcoming Half-Life game.

  • What role does voxel-based destruction play in the development of Half-Life 3?

    -Voxel-based destruction is a key feature being recycled from Valve's canceled game 'Ry.' This technology allows for advanced player-driven destruction and is expected to be integrated into Half-Life 3, enhancing physical fidelity in the game world.

  • What was 'Ry,' and how is it related to Half-Life 3?

    -'Ry' was a canceled Valve game that focused on voxel-based destruction, physics simulation, and immersive sandbox gameplay. Some of the core technologies from 'Ry,' including vehicle simulation and destructibility, are now being ported into Half-Life 3.

  • How does Valve's approach to physical fidelity differ from traditional graphical fidelity in modern games?

    -Valve appears to be focusing on physical fidelity, simulating detailed environmental systems like fluid dynamics, buoyancy, and destructibility, rather than solely pushing for graphical enhancements. This approach aligns with immersive sim elements and enhances realism in interactions.

  • Will Half-Life 3 be an open-world game?

    -No, Half-Life 3 is not expected to be an open-world game. Instead, it will feature open-linear level designs, similar to the style seen in games like Uncharted 4, focusing on linear progression with some degree of procedural generation for NPCs and side content.

  • What makes Half-Life 3's development particularly exciting for the community?

    -The excitement stems from the integration of innovative systems like voxel destruction, advanced NPC AI, and detailed environmental simulations, as well as the fact that Valve's approach to creating the game seems to prioritize interactive systems over traditional graphical upgrades, making it a potential breakthrough in immersive sim design.

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Etiquetas Relacionadas
Half-Life 3ValveAI SystemsVoxel DestructionNPC BehaviorPhysics SimulationGame DevelopmentRy GameSource 2Procedural GenerationGame Mechanics
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