Game Design & Systems Design
HALF-LIFE 2:
“FISHERY”
Hammer++ | 80 hrs | singleplayer
high-level design goal:
rts-style,
wave-based,
fps combat
execution
sentry gun positioning
Throughout the level, the player can freely place Combine Sentry Guns (CSGs) to defend against the overwhelming number of enemies.
CSGs are fully automatic, heat-tracking tripod guns.
Sentry “pedestals” are placed in key positions (vantage points, areas with large field-of-view, etc.) to convey where players should place sentries.
WAVE-BASED enemy system
RTS-style combat: Players have full control over when combat encounters begin, which allows them to explore the battlefield and plan their CSG placements.
I created a custom wave-based combat system using Hammer’s “I/O” scripting system:
Enemies spawn, move, and attack in waves.
Built modularly so that enemy type and spawn time can all be modified individually or as a group.
gallery
postmortem
What Went Well
Solid planning and execution of level design and combat system (final level is very similar to LDD).
Creating the modular combat system early on in the development process allowed for faster iteration and more refinement.
What needs improvEMENT
Spread of player cover: The most optimal place for players to take cover are the sheds where the sentry guns are found, leading to poor flow throughout the combat arenas.
Enemy flow: Some enemies don’t take full advantage of arena spaces, preferring to hold back and shoot from afar. Spreading out enemy assault points (“go to here” points) would be an ideal fix.
Even Better If…
Higher player agency: The sentry guns are quite strong - they are invulnerable, and some enemies will prioritize attacking them over the player. This can lead to “spectator” gameplay, where the player is just watching the combat instead of interacting with it.
More enemy variety: The inclusion of an aggressive enemy type, like the robotic Rollermines, would help encourage better flow through the arenas.