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Our Mutual Goal

News 15 comments

INTERLUDElogopng



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Our Mutual Goal

Development of the Interlude demo is nearing completion, with the final rounds of playtesting and some last-minute tweaks from me to achieve that signature Valve level of polish. For the first time in the mod’s development, I am truly realising that soon this mod, or at least a part of it, will be playable not only by me but also by you.

But with that in mind - I am not ready to commit to a release date.

What I can assure you is that our next correspondence and the next article posted here will reveal that release date. The demo’s launch will be imminent, if not immediate, from that moment. I am aware of the delicate emotions fans have regarding Ep3/HL3 news and updates, and I don’t want to over-promise and under-deliver. So, as always, Soon™—but more accurately, Very Soon™.


I want to take this opportunity to thank everyone for their tremendous support throughout this project, and a big thank you to LambdaGeneration for releasing a 10-minute video covering the history and future of the development of this mod, which as of right now has crossed 18,000 views. This is a huge milestone for the project in terms of getting fans involved with its development.

Your feedback has been instrumental in driving development forward, and seeing fan's reactions to the project has been extremely rewarding. I read every comment, and as with previous articles, I want to take this opportunity to answer some questions and respond to some feedback and criticisms I have seen.


What’s with that Valve intro?

The new ‘Valve’ intro was a very (very) last-minute addition to the second teaser trailer. I had planned on having a unique ‘Valve’ intro throughout development, as the vision of the project is to give fans the feeling of truly experiencing Ep3, including booting up a new Valve title with a new splash screen. I have never forgotten that feeling of booting up Episode 2 and seeing a new Valve intro, and I want to replicate that.

In hindsight, I agree the new version is borderline ridiculous and doesn’t match the standard of Valve’s intros yet. The idea was to continue the messages of the previous intros:

  • Open Your Eyes
  • Open Your Mind
  • Interlude - Open Your Heart

The angle and positioning of the new splash screen does not indicate a heart nor its opening, and I am taking feedback to improve upon its design.

I will continue to work on the splash screen and iterate on it until it matches the quality of Valve’s previous entries and serves to immerse players in launching Episode 3 for the first time.

Other attempts and ideas have been considered, and I must stress that these do not make the cut either, but I believe transparency in this process is important.

Open Your Eyes

Open Your Eyes 2Open Your Eyes 3


These attempts are purely Photoshop mockups and do not represent the final splash screen the mod will use. With a bit more experimentation and research, I will move forward with real photography, including a real valve that matches the exact model originally used by Valve, which has been tracked down and ordered. As always, feel free to leave feedback in the comments or contact me directly, as it will only serve to better the project.

This 'side project' also gives you insight into my development process. As a solo developer working on this full-time, it’s easy to face burnout when creating maps, models, textures, sounds, code, etc. When one aspect of the project becomes overwhelming, I switch lanes to another part of the project. This way, something is always being worked on and improved. Taking a break to work on something like the splash screen allows me to return with a fresh mind when continuing with maps or coding.


Is there going to be original voice acting in the game or is it all going to be reused dialogue and AI?

In some contexts and specific situations, AI may be used to achieve the best effect. However, the mod is embracing original voice-acting, including for existing characters such as the G-Man.

I'm happy to announce that G-Man will be voiced by Kest, who, at times, I suspect may be the actual G-Man. Catch a preview below, on the mod's new official Soundcloud:


I really want to stress my gratitude for Kest's work, and I'm excited for their input and our working together in bringing Interlude's story to life. I believe we can really nail a believable performance of the G-Man, and tweak things to feel really official.

You've discussed the possibility of some beta enemies and content making a return. Will there be any new content such as weapons or enemies for fans to experience in Interlude?

I'm not ready to discuss weapons in detail. In keeping with Valve's progression through the Episodes, I don't want to overwhelm players with too many new weapons. There are a few new toys in the testing phases, and if they provide valuable additions to the sandbox, they may make it into the game. I'll talk about those in the future when ready. To set expectations, think more along the lines of the additions to weapons and enemy rosters encountered throughout the Episodes. However, a new vehicle should excite fans.

As for enemies, this Episode will feature a brand-new enemy type that belongs to an existing Half-Life species.

There has been a lot of new and exciting community content lately regarding Half-Life lore, such as Entropy Zero 1 & 2, or the much beloved Half-Life: OVERWORLD, created by the extremely talented UnknownDino. If you somehow missed it, check it out here:


UnknownDino and I got to talking, and after sharing a closed demo of Interlude, they agreed to share one enemy asset you might've caught in OVERWORLD.

Tallcrab

Interlude concept art showcasing the new Headcrab variant


Introducing a new Headcrab species

As a new member of the Headcrab species, this long-legged critter has no problem closing any distance between them and Gordon in the thick Arctic snow.

They prefer the darkness and are mostly encountered inside abandoned buildings, underground, or out in the wilds under the cover of night. They are armoured, hunt in small packs, and detest the flashlight. The rest of their behaviours and hunting patterns, however, will have to wait until you encounter them in-game.


This new enemy features prominently in an entire section codenamed Ravenholm 2.0, set in an abandoned Arctic mine (which unlike Episode 2's mineshafts will not be exclusively underground). Development of this area is well underway. While it won't be in the demo, and nor will this enemy, it should serve as something to look forward to on the road ahead to a full launch.


Note that there is a lore reason for a Headcrab reacting to light, and as always with Half-Life their gameplay and behaviours will be grounded in the world through the use of narrative.

So a huge thank you to UnknownDino for sharing this asset and their time. It was great to talk Half-Life with you.

As for further new enemy types - stay tuned.

Will the soundtrack be released on music platforms such as Spotify?

Yes. Under the banner of 'Interlude' - I will be mastering the music and releasing it online for easy listening. The album will launch in 2 parts, with the 2nd part launching with the full episode's release to avoid spoilers. Keep an eye out for 'Interlude Part 1' soon - and in the meantime, enjoy the existing tracks, plus a new track release 'Vortal Plea' on our Soundcloud.


You can also hear the new track, 'Vortal Plea' via the official YouTube channel:


As for some information on the demo. It will take place around an hour into the game, and sharp-eyed observers will catch tidbits as to where Gordon has been, and where he is headed.

While I polish the demo for release, look forward to an official website with more insight into the development of the project, as well as some ARG elements fans have previously enjoyed in the lead-up to Valve's official titles, such as Portal 2.

If you find yourself hungry for more, I will say this. The teasers, and other media, hold secrets and hints as to what lies ahead. Scour the ModDB and other media releases for clues about the story.

Interlude is deeply personal to me, from its narrative, my desire to deliver something special to the Half-Life community, my ode to what Half-Life means to me, and finally the journey in my personal life. I will finish this project, one way or another.

The next time we speak, I will be announcing the demo's release, and until then, I must continue working.

Thank you for your support and patience - and see you on the other side.

PegaXing.


Half-Life: Interlude is still hiring! If you want to work on Ep3 and join the team, I'm seeking a:

- Particle guru

- Coder

- Animater

SteelBook


Half-Life: Interlude Teaser 2

Half-Life: Interlude Teaser 2

News 3 comments

Half-Life: Interlude has dropped a second teaser in anticipation of the upcoming demo.

Time for a Heart to Heart

Time for a Heart to Heart

News 20 comments

A thank you to the community for continued support and news on the upcoming demo.

Half-Life: Interlude Teaser

Half-Life: Interlude Teaser

News 7 comments

Half-Life: Interlude's first teaser trailer. More soon.

Is it really that time again?

Is it really that time again?

News 11 comments

A quick update to announce the mod is back in production, and has been for quite some time.

Post comment Comments  (0 - 10 of 128)
scarfvass
scarfvass - - 5 comments

You mentioned that you could release the mod on Steam, if that was the case and the mod would be released on Steam, will there be Workshop support for addons and custom levels? (like Black Mesa and EZ2)

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Guest
Guest - - 699,976 comments

when will the demo for the mod come out because its almost the end of summer

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Guest
Guest - - 699,976 comments

summer ends in exactly 2 months and is 3 months long in total

we aren't even halfway through summer yet

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Guest
Guest - - 699,976 comments

i've been somewhat obsessed with this mod and i reallly hope the demo comes out soon i'm gonna be playing it so many times

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FearfulFire35
FearfulFire35 - - 7 comments

me and my friend are trying decode the incoming message and transmissions, can you possible provide any hints? like what tools we should use? what kind of code is this? were struggling..

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SlinkyCoil
SlinkyCoil - - 8 comments

If at all possible if you guys are still hiring, I would like to join the team as a Particle Guru (assuming this has to do with the particle editor) and as a programmer (mainly for weapons, but I can try to touch up on some other things if it's within my skill reach)

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FearfulFire35
FearfulFire35 - - 7 comments

i have a few qustions about Half-Life: Interlude. sorry if im asking qustions that cant be answerd. im just really excited for this game!

1. since HL:Alyx is being taking into account, does that mean Eli is alive?

2. will there be Gman sightings?

3. Harry S. Robins voiced Dr Kleiner in Half-Life Through the City Mod, are you planning to ask some of the Half-Life actors if they would like to reprise there role?

4. Will there be a chapter before Gordon heads to the Arctic? considering what happen at the Ending of HL:Alyx?

5. will you be taking anything from entropy zero 2 into account? like Arbeit Communications?

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Pega_Xing Creator
Pega_Xing - - 55 comments

1. Yes. This is covered in the previous article.

2. Yes - with a twist.

∑. If I can't convince the original actors to reprise their roles, I will find the most similar voice actors / use other means.

4. Yes - as mentioned in the previous article.

5. Due to the nature of this project, EZ2 is not canon to it. However, you may find some fun references to it in the form of easter eggs.

Thanks for the questions.

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bigounce
bigounce - - 4 comments

will wilson be a easter egg hes in entrophy zero 2

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FearfulFire35
FearfulFire35 - - 7 comments

thanks for answering my qustions! very very excited!

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