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My quest to break into the industry: Mega Half-Life Man

I've come up with a preliminary game design from my Source mod. It's going to be a 2-d side scroller based on mega man. Since I'm not an artist of any kind, it will use all the models from the Half Life game, I'll just tweak the AI a to make it more 2d...
I've come up with a preliminary game design from my Source mod. It's going to be a 2-d side scroller based on mega man. Since I'm not an artist of any kind, it will use all the models from the Half Life game, I'll just tweak the AI a to make it more 2d platformer appropriate.

The reason I decided to go with a 2d platformer was that is what I grew up with. Games like Mario and Mega Man were some of the first games I ever played and they are the games that have stuck with me through the years. I think this will be a fun project to work on and that should get me to work on it more than I am now, just poking at the source engine trying to get it to jump through hoops for me.

Here are my notes on the design for the game:

Mega Half-Life Man
===================
* 2d side scroller
* 4 levels- each can be selected from the start mega man style
* final level after first four are completed

Worlds
======
* Military world
* Insect world
* Underwater world
* Sky-way world

Enemies
=======
* Military World
- Combine walkers
* Insect world
- Insect looking things
* Underwater world
- Find a fish
* Skyway
- camera

What needs to be moddded
========================
Camera
* convert to 2d

Input
* convert to 2d

Player
* Incapacitate on being hit
* Move to check points on death
* Game ends when all the players lives are gone
* start each level with full health and full ammo
* modify jump to be more megaman like
* light up the model
* Player death takes the user back to the world selection screen
* Player can breath under water
* Player loses a life when they fall off the world

Enimies
* AI
* Drop power ups (life, ammo, extra men)
* Only drop power ups for weapons the user has
* Final bosses show power meter

Game start menu
* custom start

Enemy selection screen

HUD
* Add lives

Weapons
* May need to adjust weapon details
* No reloading
* Higher max cartridge

Logic entities
* World check points

Worlds
* Create the levels
* Add puzzles
* Add secrets
* cannot leave final boss room

Development Time Line
=====================
1. Camera
2. Input
3. World selection screen
4. Check point entity
5. Player
6. Weapons
* Pistol
* Default weapon
* Unlimited ammo
* Shotgun
- earned from defeating insect world
- increase clip size.
- can only carry one clip
* Machine Gun
- earned from defeating military world
- increase clip size.
- can only carry one clip
* Cross bow
- earned from defeating water world
- decrease power
* RPG
- earned from defeating sky world
- only allowed 3 at a time
7. Millitary World
* Create the level
* Develop the enemies
* Add the enemies to the world
* Add checkpoints to the world
8. Insect World
* Create the level
* Develop the enemies
* Add the enemies to the world
* Add checkpoints to the world
9. Water World
* Create the level
* Develop the enemies
* Add the enemies to the world
* Add checkpoints to the world
10. Sky World
* Create the level
* Develop the enemies
* Add the enemies to the world
* Add checkpoints to the world
11. Final World
* Create the level
* Develop the enemies
* Add the enemies to the world
* Add checkpoints to the world
12. HUD
13. Custom start

In other news, still no word from that ad lib game group on my membership. I'm hoping it's just because it's Easter weekend and no one is checking the site. I'll start getting nervous I'm sure by Wed.

=================
Quest Progress:
Latest Programming/Design Achievements:
  • Came up with a game design for my source mod
Currently Reading:
  • Code Complete 2nd Edition by Steve McConnell (Currently on Chapter 20)
  • Game Developer Magazine (March 2009)
Currently Playing
  • Bioshock (This game gets weirder and weirder as I get further into it. It's like a good book though, It's hard to put down!)

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