@logicalerror@thekarlhenkel@pydon@faiflow Love this. Would be incredible with that spot-picker tool on a modifier key like Shift! Much better than stock Unity transform handles
@radiatoryang That's fair, and a bummer. I love HL2, but HLA is a great sideways evolution of the formula. Only bring up those games as a closer touchstone of pacing and environment, not for the military sim gun nerdism - and that playing Alyx with ill-fitting mechanics won't convince anyone.
@radiatoryang Besides VR itself, the feeling of Alyx of a more slow paced, intimate game of exploring denser spaces would be wasted by just pasting HL2's player values onto it. Valve (I think it was Robin Walker?) said the average playtester had better aim in VR - so this balance affects both.
@radiatoryang Depends on what you're after to "fix it for non-VR". HL2's 6-13 mph movement is silly for realistic spaces + HL2's weapons are overpowered compared to the ones designed for Alyx. I think you'd get a decent approx. of the gameplay with some systems like Receiver crossed w/ SWAT 4.
@sdgiesselmann Honestly hard to pick a favorite, @joewintergreen 's thread is a great summary. I keep falling back to calling them Brushes but the mesh workflow plus UV and Hotspot textures is so freeing. I've even made physics props in Hammer, exported to dmx and vmdl, in seconds.
Released my first Half-Life: Alyx map on the workshop. Relentlessly addictive tool set and workflow, rewarding to play-test over and over in VR. Hard loop to beat. #leveldesign
Left: Berlin, Oct 2019
Right: Half-Life: Alyx level I just wrapped up in the SDK. Will release on the Workshop this week. Lightmap budget still lower than real life. #HalfLifeAlyx#leveldesign
the reason for the delay: i lost a bunch of footage due to a horrible mistake. also, i had to redo a bunch of audio. some of the audio, however, is just gonna Not Be Perfect this time. oh well. here's the last fifteen seconds