Hello, everyone! SufF3R here, with a team update in the new year!
We have got some big plans for you in 2018, and we would like to take you along a quick sneak peek of what we have been working on. A couple of the folks from the development team have kindly given us a quick summary of some recent progress they’ve made along with some tasty screenshots and a quick description of what they’re working on.
Please note, what we’re sharing is work-in-progress, so it does not represent what the game will look like in its final form. We’re excited for 2018, and we’re so glad you have decided to be a part of this with us! Let us know what you think in the comments down below!
First off, we have a few screenshots created by Tim Bergholz, and he’s meticulously designed the model of a P250 and an M1014. Trust us; you’ll get comfortable using these two when the time comes.
Continuing on the theme of weapons, MzK has done a phenomenal job of animating an MK18 and a sledgehammer.
When making these animations, I want to make them entertaining to watch for casual players, but also a treat for gun nuts to appreciate. Barrels wobble, optics jiggle, and bolts rotate. I’m getting to work on a lot of different guns in first person games such as the CX-4, DT-11 and other civilian firearms. I want to get these weapons to feel as stable as possible concerning animation, and I know it’ll pay off by the time NMRIH2 ships! – MzK
nay0r, with some progress on the Palisades Center “mall” map.
So this past couple of months I began work on our third map, a mall map based of the Palisades Center based just outside of NYC. The map is already taking great shape even after only a short period developing it. I’m super happy with how it’s turning out, and it will be a great addition to have in the game which we sadly lacked in the first game having any kind of mall map In the upcoming months I can’t wait to show even more progress on the map. – nay0r
Maxx, updating us with progress on the Brooklyn map.
I’ve been hard at work on our Brooklyn Map! Since the new year, Louie and I have switched places to liven things up, so I’ll be slamming on this map for a while. I’ve been working on the interiors of some apartment buildings, bringing new life to some of our previously existing buildings. The goal here is to build seamless meshes for the interior which reduce lighting errors and improve performance and then beginning the first pass of placing lights and props to start to build up a feel or “texture” to the world. I’ve been building props to decorate the exteriors of the buildings to begin grounding them more and bringing a bit more life to some otherwise bare walls! Environment art can be tedious a lot of the time, but when you get to the stage of placing props and decorating a space, it brings back memories of a kid, playing with action figures, living out a story. A map like Brooklyn is a big task, but it can also be some of the most fun you get to have as an environment artist. For that reason, I think this map is going to be an exceptional experience. – Maxx
Xenon with a quick write-up on the gore mechanics.
Just a small update in terms of zombies and AI this month from me. So over the holidays and into January, we’ve started a rough first pass of zombie gore, and things are shaping up nicely! We hope that in the next few months we’ll be able to show you the full system functioning in a dev blog with all the fixings of gore, chunks, blood and limbs being blown off those lovable zombies. – Xenon
Louie, coming in with a quick preview of in-game lighting.
I went through and made blueprints for all the lights editable from the blueprints using construction script to make it so the important variables can be edited by level designers. These critical variables are the lights intensity and temperature (the scale used in real life for the orange to the blue scale of lights) and Attenuation Radius which is how far the light effects the environment. Using this, I could make sure that every lamp could be set as stationary so that it could affect both dynamic and static objects. Casting dynamic and stationary light. These kinds of lights need not overlap 4 or more times, so the radius is essential for this.- Louie
And finally, a treat from thought, a glimpse of the soundtrack to accompany the Brooklyn Heights map. I highly recommend you put on some headphones, turn down the lights, close your eyes, and give this track a listen.
This soundtrack is still a work in progress that is likely to be further changed and played with, but I thought I would share. Imagine entering Brooklyn heights, and as you get deeper into the city, you get a real sense of the sheer loss. – thought
Thanks for joining us for this months team update and we’re looking forward to the next update!
Remember, these are work-in-progress updates so though rough around the edges, you can expect our work to be polished and ready to go when the NMRiH2 is available.
Thank you, everyone, for joining us for another Dev Blog! This time, we’ll be talking about Brooklyn Heights – our largest map so far. It’s a massive work in progress and everything here is still in development and subject to change, but we think you will appreciate seeing it regardless.
Brooklyn Heights is the northern tip of the Borough at the south end of the Brooklyn Bridge which connects to Manhattan. It’s a beautiful, modern, upscale neighborhood in real life that we thought would create a striking juxtaposition when collided with the chaos and terror of a zombie apocalypse. The neighborhood has a breathtaking vista of Manhattan and the Brooklyn Bridge from the Promenade which will allow us to allude to distant turmoil while using the historical brownstones and apartment complexes to tell stories of the final moments of the residents of this once elegant neighborhood.
On a September morning at dawn, Brooklyn Heights was condemned by the zombie pandemic. The aftermath of the recent outbreak can be observed throughout the streets; the formerly bustling neighbourhood has been reduced to chaos as citizens tried to flee and the military tried to maintain order. However, building interiors and underground areas were relatively unscathed as people abandoned their homes.
We want to have a mixture of areas that feel safe, chaotic, damaged, elegant, depressing, and we have so much room to play with on this map. The dichotomy of light and shadow intensify feelings of unease, making it difficult to know what could be lying ahead in the darkness. We want the environment to be dripping with tension. Just from wandering around the world you will see the telltale signs of last moments of the residents, police, and soldiers who once fought to keep this place – their homes – safe and secure.
This map is much larger and more nonlinear than any previous map. There are tons of places to explore and most buildings have at least some interior space. The map includes points of interest such as a courthouse, auto shop, record shop, basketball court, hotel, office building, doctor’s office, and a series of large apartment buildings.
We also have underground areas to explore such as a sewer system, and subway.
One major thing we wanted to try and achieve with the Brooklyn map, as our second production map, was expanding our randomization system to go a step further. In NOTLD, our randomization is focused mostly on item and objective spawning, and in Brooklyn, we’re adding in another layer of randomization which is randomly spawning interiors. As you can see in the proof of concept example below, we can have a row of brownstone houses and when the map runs, it’ll randomize which of those houses gets an interior, and which interior it gets.
The scale of this map will really force players to explore, work together and struggle to stay one step ahead of their living and undead adversaries. Its complex structure, immense verticality, randomized elements and a mix of tight and open spaces create a truly diverse and unique environment in NMRiH2.
Thank you all for reading this Dev Blog, and we can’t wait to show you more of Brooklyn Heights as it comes together over the next few months. It’s our most ambitious map to date and is shaping up to be something special. We hope that you’ll come back again for our next Dev Blog and join us on our Facebook and Steam Community pages!
**NOTE** Screenshots of the Brooklyn Heights map are early work-in-progress captures, we expect to share higher quality renders soon as we continue to build out the map within the game engine. Stay tuned!
Happy Halloween to one and all, this time of year is very special for all of us here at Lever Games. We’re bringing you this special BONUS blog this month! It’s but once a year we get a holiday to celebrate all things horror! We’re deep into development on No More Room in Hell 2 but we wanted to take a quick moment and show off some new screenshots and never before seen zombies.
So without further fuss lets get right into what we have to show!
Below we have three different zombies rigged and animated to show off. First up is our child zombie, a fan favorite. Next is a zombie we’ve been tentatively calling the ‘Old Man.’ Lastly we have our first female zombie. Keep in mind a lot of this is all work in progress and we have a lot more to show in the near future.
Here’s an extra bonus clip from a previous blog if you’ve missed it!
Night of the Living Dead Screenshots
We’ve done a bit of work on a content and lighting pass on our Night of the Living Dead map and have some fresh new screenshots to show off. This is our most complete map, which is a massive expansion/remake based on a map (noltd) from the Mod.
For those who don’t know, our Night of the Living Dead map is set on a farm centered around a small farm house in a very rural area. In this version of the map we’ve expanded the play area to include a number of new buildings and landmarks to explore, survive, and escape
We will continue to post a new blog every month here. If you have suggestions for what you’d like to see in the future please leave us a message in the comments below. Until next time have a great Halloween!
We’ll be back with a bonus blog in a few day for Halloween so stay tuned!
Come one, come all to another exciting installment of NMRiH 2 dev blog! Hey there, I’m Taylor “Xenon” Vujic NMRiH2’s AI programmer. In this devblog I’ll be going over some of the changes we are doing to the zombies of NMRiH.
Our goal this time around for the zombies is to make them something to be feared. We want the players to actively think twice about attacking a lone zombie, because it may not end well for you depending on how you go about it. In a past blog we went over the different types of zombies (Runner, Walker, Shambler) and what they will be capable of doing. What we didn’t delve into was the stimulus system and how it will affect the way you interact with the seemingly never ending zombie hoard. We have three main stimuli, Sight, Sound and Smell that the zombies will be able to sense and thus investigate or interact with.
Long gone are the days of running as fast as you can through a map breaking and shooting anything you want. Running and shooting your gun or breaking objects like windows will make sounds that the zombies will be able to hear at different ranges based on what type of zombie they are. With this system in place it makes your actions have an impact on how the hoard interacts with the world for better or worse. A great example of using this system to your advantage would be to throw a grenade or something that will make a loud noise to distract a group of zombie while you sneak around the group to progress through the map to the next objective. If you aren’t careful though you may be spotted by a shambler who decided to take an alternate path to the sound it heard. The sight of the player will trigger it to scream and attract the hoard towards it and your group’s location. That is just one example with a single stimuli being used, each zombie will be constantly sensing stimuli from the world so being mindful of what you are doing or about to do will be a key factor when going up against NMRiH2’s zombies.
With our zombie senses getting a face lift we thought giving the zombies increased mobility options would greatly increase their threat level. Our intention is to make for some really interesting scenarios that will further challenge players. Depending on the type of zombie, they will now be able to hop over or climb up objects to reach their targets. This also includes being able to find an available path to windows or doors that have been closed off and destroying them to get at their target.
Shamblers being the slowest and weakest of the three zombie types will have greatly decreased mobility options climbing up and over objects no taller than half a meter. Runners are a different story as they have insane speed and strength, they can climb up the side of a house and through the window to get to you.
Thus far this is what has been implemented, but we have many more ideas and plans for making the zombies as persistent and ferocious as possible. Until next time, have a happy Halloween ladies and ghouls.
We’ll be back with a bonus blog in a few day for Halloween so stay tuned!
“Dad, why didn’t we help her?” Elisa asked.
Her father, Michael kept his eyes on the road, only averting his eyes to check his speedometer. He was focused on keeping his car rolling at a solid forty miles an hour until he hit exit 12.
After exit 12, he could navigate some quieter side streets until he got to Ray’s gas station. Ray’s would still have everything they need. Michael had the keys to the place and knew how to work the pumps from inside the store. He could fill his tank and take a couple of gallons for the road.
“What?” Michael shouted back at her.
“That girl needed help, why didn’t we stop? She wasn’t… sick or anything, she just looked-”
“Because I fucking said so!”
Michael hated cursing at his little girl and he hated yelling at her even more. But that didn’t matter now. How was he supposed to explain to his 13 year old girl that they couldn’t risk it? How was he supposed to tell her that everything he taught her about helping people who needed help didn’t apply any more? After September 4th, it was every man for himself and if you weren’t looking out for you and yours, then you were as dead as the corpses walking the streets.
The sun had set and thankfully there were no cars around the dingy gas station. Michael sighed involuntarily.
“Are you going to rob John’s store?”
Michael slammed his fist on the steering wheel. “Yes I am, Elisa. We’re going to have to do things we don’t want to now. It doesn’t matter anymore.”
Michael slammed the door and started to the store in a blind anger but slowed his pace, seeing that the glass door had been shattered and left wide open. Michael stepped carefully into the building, one hand on his pistol, scanning the store for any signs of life. The store was silent except for the popping of broken glass beneath his heavy boots.
Ray’s Gas and Snacks had been destroyed by looters. John Carver had never done a good job of keeping his father’s business looking clean and tidy, but seeing it in this condition gave Michael an aura of guilt. He remembered the couple of days he worked at John’s store, thinking of ways John could improve his business if he wasn’t such a hopelessly depressed man.
‘Fuck it,’ Michael thought. ‘If John really cared about his business, he would’ve boarded this place up and take his product with him to wherever he fucked off to’.
There was nothing of use still on the shelves, so Michael made his way to the pump controls and almost immediately vomited. On the floor was the corpse of the man he had known his entire life, John Carver, lying in a shallow pool of dark red. Michael could see what happened to the poor man almost immediately. Whoever had come to loot the place before him left a bullet in John’s neck and let the man bleed to death… alone…
Michael took a deep breath and studied it like a man. There were sure to be more horrors like this along the way. He looked at the man and scanned him, getting used to the idea… Michael thought he was sufficiently prepared until he saw what the dead man was holding onto.
The corpse now in rigor mortis, clutched onto a small 4 by 6 wooden frame. It was the photo John kept of his father. The father John was never able to please. As much of a loser John Carver was, Michael couldn’t turn off his emotions to sadness of pathetic death. He knew John deserved better than to die alone, clutching a photo of a father he knew hated him.
Michael grabbed a pink cleaning rag off of the counter and tossed it over John’s face before turning his gas pump on. That was the most he could afford to do, he was going to make sure him and his daughter survived no matter what.
Hey, it’s your friendly neighborhood writerman Infr4mer, also known as Jeremy Ferretti in some circles. Today we’ll be talking about the tone and inspiration for the coming sequel and what this ultimately means for the game.
The first No More Room in Hell had a bit of mixed messages to it, with characters like Jive running around with Wally in what seemed to be a serious zombie apocalypse. This kind of mixed direction was in part due to the super massive number of people who contributed to the first game. When you have a small army working on a project, sometimes it’s hard to get everybody on the same page.
All things considered, NMRiH1 eventually seems to have settled on a kind of classic 60s Romero vibe to it that really works for it. It’s got a bit of camp to it, but can still manage to get the blood flowing. Not only does it visually match the tonality of the earlier Romero movies, but the take-no-shit survival style gameplay is very reminiscent as to how characters in Romero movies can die on a whim.
Asking the team leader Maxx for a list of inspirations was one of the first things I did upon accepting my position. Luckily, Maxx already had a clear cut vision for NMRiH2 and knew exactly what he wanted the team to look at in case we were ever struggling to fit the tone. The picture below was what Maxx showed me. I’m gonna focus on the ones that really stood out to me during the creation process and had the most influence to me.
World War Z was an obvious choice to learn from. You might be able to tell that our character art was heavily inspired by the zombie behavior in this movie. The book provided self-contained stories from all across the world from all different social and economic places while the movie depicted a city in the Northeastern US during a zombie invasion. I was a little bit worried that because of our similarities, my world’s story/timeline might end up derivative of WWZ, but with a few minor adjustments, I believe it stands on its own quite well.
Contagion was a film that stood out to me and really helped me craft a realistic timeline for our outbreak. At this point in 2017 we haven’t truly battled a virus that’s affected the entire world, so while I did gain some good knowledge following the real-life Ebola outbreaks in 1976 and 2014, it was hard to imagine how world governments would respond to an even larger outbreak. 2011’s Contagion painted a serious outlook on how human beings in all walks of life would respond to a lethal, world-wide epidemic.
Next I want to talk about the importance of Godzilla and Cloverfield, two choices that might have you scratching your head. They weren’t too much of an influence on my side of the NMRiH2 work, but I think the reasons they were included are quite telling of what we’re going for. Both of these movies are about regular, normal people trying to react and survive in a situation that is far beyond their comprehension. NMRiH1 did a great job of making you feel like a survivor, not a zombie grinder. That’s something we really wish emulate in the second one. In addition, these movies also look spectacular, being something the team is actively looking towards for inspiration on environment art and post fx.
Resident Evil is one of my favorite game series’, but NMRiH2 is not the type of game that’s going to have different zombie types or boulder punching mini-games. The Left 4 Dead series has you play a character with a very fleshed out personality while in NMRiH2 you are going to create and customize your own character. Day Z has evolved to have little emphasis on zombies and instead become the kind of game where you kidnap people and force feed them detergent. We want NMRiH to be about zombies. While we definitely plan to incorporate elements of a world gone mad, we’re making zombies the main focus of this world gone mad. The zombies are the danger, they are the reason this world has gone mad and we don’t plan to stray far from that.
If I had to make a comparison, NMRiH1 is to Dawn of the Dead as NMRiH2 is to World War Z. Understanding the material we’re looking at and taking inspiration from will help you understand what to expect from this game. But, just for clarification, these inspirations will not affect the gameplay. We want our gameplay to be a smoother version of NMRiH1. So, until next time, peace out dudes.
Jeremy “infr4mer” Ferretti also publishes his web comic Exits – A Paranormal Comedy (among others) at his website aberrantink.com
Editor note* This blog is split in two parts, the first is Nayors level design write up. The second part is a level design focused A&Q section based on questions we got on twitter/facebook. -David
Hello, and welcome to another dev blog! My name is Nathan Goulden aka “nay0r” I am NMRiH2’s level designer.
I was one of the level designers for the original NMRiH. I first joined the team back in 2008 and it’s been a fantastic journey over the years. A lot of blood sweat and tears went into the creation of the 5 maps I made for NMRiH1: Broadway, Cabin, Toxteth, Cleopas and Arpley but I loved every second of it. I’ve always had a love for level design and mapping in general and I first started back in late 1999 when I was 16. I bought a PC Gamer magazine with worldcraft tutorials on it and it just kicked off from there.
After years of working in the GoldSource Engine (HalfLife 1) and Source Engine (HalfLife 2) we’re now working in Unreal 4. A question I get asked often is how different mapping is in this new engine, and to be honest, its not an easy question to answer. Even though the basic mechanics of designing a map are very similar, the tools we use now are fairly different. The fundamental difference is a Source map was normally a solo effort with maybe the exception of a modeler working alongside you. Now, working in unreal 4, its 100% more a team effort to create the environment.
Enough about my history, lets talk about what we currently have in the works. Right now there are 3 maps all at different stages of development, Night of the Living Dead (notld) the furthest through production, Brooklyn Heights which is currently taking great shape and Palisades Mall which I have just recently blocked out.
Night of the Living Dead (notld) was the first NMRiH2 map I started on. As you may know it’s a remake of a map currently in the mod. Blocking it out was quite an easy process because initially all I did was export it from Hammer and import it directly into 3ds Max then back to Unreal 4. This gave me a great base to work with. I then set a pretty large landscape up in Unreal and started to work the landscape to get the rough feel of how I wanted the map to be scaled. The map itself has the same key landmarks if you broken it down to its bare bones, but at the same time we have greatly increased its size and of course graphical point of view. The thing with source is it does not deal with large open spaces very well and it’s pretty difficult to optimize and this is where Unreal comes into its own. Either way notld is shaping up really nicely.
With Brooklyn Heights we based it off the real world location, pretty much to meter scale as well. My main job on Brooklyn Heights is interior layout and some exterior building work. This is where source and Unreal 4 are slightly different. In source, interiors are built up by BSP brushes and edited where needed, in Unreal 4 we have setup a modular kit system based around 1 meter pieces or more. Once the kit has been made I then go in and construct the interiors which is like putting together lego. Later on these interiors are merged together, it’s quite a long and slow process.
Palisades Mall map is still very much WIP but I’m confident it will end up being a good, big open mall like map. Which we feel we were missing from the original game.
P.S. Here’s a bonus update! I have one last source map for the Mod that is almost complete. Some of you may have heard about it around the forums or on the steam community. nmo_Broadway2, a rebirth of the original broadway I have committed to release for the Mod on Halloween.
Level Design Questions & Answers
A few weeks ago we put out a call for questions on twitter and facebook. It took us a while to go through them all but here they are!
Q: “NMRiH1 had many maps inspired or based on famous movies. Will we be seeing recreations of locations from classic zombie and horror movies again? If so, are there any difficulties (legal, technical) in making maps based on movies?”
A: The short answer: Yes, to both parts. You’ll be seeing homages to some of our favorite zombie and horror movies, but the legalities vary depending. Luckily none of our maps are really a “recreation” but instead are homages, paying tribute without copying. For example our first showcase map is a tribute to Night of the Living Dead, and we recently started work on a large and intricate shopping mall map paying homage to Dawn of the Dead. We won’t really be featuring characters from films as we’re using customizable characters, but we’ll probably have a few clothing items paying tribute to some of our favorite characters from film!
Q: “How will maps be structured in NMRiH2? Will the maps have more dynamic and randomized features like alternative paths and objectives, with more backtracking and exploring compared to the original game?”
A: Right now our maps for nmrih2 are built around a “non-linear black box” design philosophy. The maps themselves are self-contained environments, not necessarily “open world” but almost completely nonlinear in design. This allows us to randomize so many aspects of the nature of the map such as what areas may be blocked or locked, lights, and where items and objects will spawn. Think of the random aspect of nmrih1 on steroids. In certain maps we are even randomizing the rooms that are in a building – the idea being that these unpredictable aspects will add a whole new layer of chaos and excitement to the game.
Q: “How open will maps be? Will players get to explore and work to locate each other?”
A: Our intention with the final version of the maps when playing the standard game mode is that players will start in close proximity to at least one other player, but then have to look for each other, then look for everyone else. We don’t necessarily want everyone to spawn far apart but we do want you to have to work for your own survival, just a bit.
Q: “What parts of the world will maps be set in? Can we expect to see maps in Germany, Austria, or Switzerland?”
A: Right now our focus is on the United States Northeast coast. Our area of focus is New England, New York, Pennsylvania, etc. Focusing on one region allows us to develop a unified collection of art assets, since we only have a small team. Our intention is that in the future as the game grows we’ll be able to make packs of content focused on new regions. This may include maps set in a region with a couple weapons and items unique to that area.
Q: “Will the levels be like in the first game, largely urban cities and countryside? Or will we see other locations such as military facilities, schools, or ancient ruins?”
A: The three maps we’re currently working on are set in the Pennsylvania countryside, Brooklyn Heights NYC, and a large shopping mall in upper New York. We’ve made a big draft list of potential locations we’re considering for other maps, including the National Guard Bureau and Norfolk Naval Base both in Virginia. We’re focusing on the maps that will generate the most props and textures that we can re-use in each subsequent map. As time goes on, we can make more and more maps!
Q: “Will certain maps have advantages or disadvantages like heat, or cold?”
A: This is something we’re actually talked about! We don’t have plans to do this right now but it is one of our “stretch goals” that would be very cool to have. For example if we did a map that paid tribute to “The Thing”, it would be very neat to have the outdoors pose a frigid-cold environmental threat.
Q: “I’d love to see an extremely closed map. Something with long narrow hallways and rooms. Will we be seeing any indoor-centric maps in NMRiH2 such as a school, or a mall?”
A: One of our maps currently in progress is a large multi-storey indoor mall. We have plans to do a few other indoor maps, and our map set in Brooklyn Heights has tons of tight indoor spaces!
Q: “Can you make a level specifically for pot smokers?”
A: We’re pretty sure the whole game as-is will be more than sufficient!
Q: “Will NMRiH2 feature a day/night cycle, or randomized weather?”
A: We currently don’t intend to have a day/night cycle but we are considering having different “time of day” versions of each map. Based on the nature of nmrih gameplay, we found that the average game length wasn’t long enough to warrant an actual day/night transition cycle. We do like the idea of having authored times of day available for each map that would look specific to each map, plus we’ve had a couple of chats about how we could randomly trigger weather events and the kinds of obstacles those would pose. Right now neither of these are a high priority and won’t be for quite some time, but they are things that we’ve thought about and discussed.
Q: “Will NMRiH2 have human NPCs?”
A: They’re planned, designed, and intended. Our focus is on the zombies, since this is a zombie game, but one of the biggest improvements and expansions on the game that we intend to have is the inclusion of human NPCs as both allies and hostiles.
Q: “How will zombies spawn in the game, and will they still spawn infinitely in areas you’ve cleared out?”
A: We’re working on spawning mechanics that have zombies spawning “into” the world in believable ways if you happen to see them, this may include things like crawling out of a building or climbing over a wall. Outdoors we intend to have zombies spawn “infinitely” but they’d trickle into the map in a sort of ebb and flow, you could almost think of them as waves but it’s influenced by how much noise and chaos the players are causing. Indoors, if a volume is cleared, it stays cleared – unless zombies enter from outdoors, of course.
Q: “Are maps going to be larger and more open than in the original game? If so, will you be able to achieve large hordes of zombies?”
A: Maps are indeed going to be larger than in the original game. Not only are they generally larger but they are also more layered and intricate. The advantages of Unreal 4 allow us to build big and spacious environments, and we can construct more full and fleshed out interiors too. Every map varies, but the general premise is that zombies will cull in and out after being “unseen” by players for an extended period of time, and this will free up AI so we can achieve greater density around where players are active.
Q: “How long will a map take to complete compared to the original game?”
A: So far we’re looking at between 15 and 40 minutes but it’s largely dependant on the randomization aspect, map size and player skill.
Q: “Will there be destruction in the environment, like Battlefield?”
A: With the exception of specific props and objects, no. We’re heavily reliant on AI so we have to be picky about where we use things like dynamic lights and destructible stuff, for performance reasons.
Q: “Will NMRiH2 have a story campaign?”
A: It’s something we want to possibly do but it would only be doable after launch if the game does well enough, as it would be an expensive undertaking.
One thing that we get questions (and suggestions) quite frequently is on the topic of weapons. People ask us “what kind of weapons will there be? Will there be more weapons? What about gun customization? What do they look like?” This leads to the inevitable “show me the guns!”
Well today I am happy to answer some of those questions and show off some weapons with some side-by-side comparisons to the original game’s arsenal. The list of weapons is always shifting, growing, and changing. Most of your favorites from the original game are making an appearance alongside some fancy new additions!
So to kick things off, if you’re a gun-nut like I am, one of the first things you’ll notice is that the names and brands of the weapons have changed – they are not “real” anymore. Now this is because we’re now working on a commercial product and we have to respect existing copyrights and trademarks. So we’ve made up substitutions; “Beretta” for example becomes “Fierra”, “Glock” substituted with “Eder” and “Ruger” is replaced with “Gruber”. This sort of change is also present in a few of the gun names as well, as some of those too are trademarked. So with that being said, don’t be alarmed when you pick up a firearm with an unfamiliar name!
We’ll start with firearms. The most noticeable change and improvement with the weapons you will see right away that the visuals are of a much higher quality. Our weapon selection was put together as a joint effort between myself and friend of the team Tim Bergholz of Chamfer Zone (www.chamferzone.com), who made most of our firearm art. We worked with the arsenal of the first game and made a few changes and additions, and Tim cranked out some amazing models and textures as we went down the list, and you can see here just how much of a quality improvement his skills have brought to the guns. We’ve put together a few side-by-side comparisons of some select guns from the original game compared to their new equivalents so you can see for yourself, starting with the M16A4:
The basics of guns in general function more or less the same as what you’re used to. No on-screen crosshair – requiring you to use ironsights for accuracy, no permanent HUD for ammo – requiring you to do ammochecks, the ability to unload ammo from guns, the ability to perform skillshots, and using flashlights with handguns. On top of all that, though, we’re adding in a few new things too. These two little features alone should add plenty more to the gunplay of NMRiH2.
The first new feature is the ability to use “alternate ammo”. For pistol calibers (sans .357 Magnum) that alt-ammo is HP or Hollowpoint; inflicting massive damage to a single soft target. For most rifle calibers (plus .357 Magnum) the alt-ammo is AP or Armor Piercing; dealing huge amounts of damage armored enemies human or zombie and passing through multiple soft targets. A couple rifle calibers have API rounds, or Armor Piercing Incendiary which is exactly what it sounds like. And finally we have 12-gauge shotguns shells which, to make the shotgun class of weapons more versatile, come in buckshot, slug, and finally dragon’s breath. This feature is still hugely work in progress and is subject to change like everything else, but that’s the intention!
The second new feature is gun customization. If you’re familiar with Crysis, our system works similarly. You can enable on-the-spot gun customization allowing you to attach suppressors, tactical lights, sights, and more to your firearms. Every firearm is different with what options are available to you. You can find parts in the world or you have the chance to bring them into the game with you from your Steam Inventory – but that’s a whole other game mechanic that we’ll explore in the future 😉
Another change with firearms this time around is that they will no longer “rest” in a hipfire idle state. Now, when you’re just standing around or milling about, your gun will be in a “rest idle” position held up at the side if a pistol or down in front of your body if a long gun. it’s a small change, and doesn’t impact much, but visually it’s a really nice addition that enhances your immersion.
Now don’t worry we haven’t forgotten about melee! There will be all your old favorites and some new additions as well. Once again their function will be similar: quick swings and charged attacks, shoving, throwing, and flashlight support for one-handed weapons. This time, though, certain melee weapons have “tool functions” so for example you can use a crowbar to prise a manhole cover. Charged attacks have also seen a slight change; when you begin charging a weapon your character will quickly come to a complete stop, “planting” your feet down to ground yourself for a strong swing. This means you can’t just forever run around the map with a charged baseball bat looking for heads to knock off – you’re going to need to be a bit more strategic!
Melee weapons have also gotten an art overhaul, and we’ve included a few more side-by-side comparisons for you all!
We also have the ammoboxes – much like the guns, we needed to make up all fictional names but we wanted to try and stick as close to the color schemes you are all familiar with from the original game. We’ve also added a couple new calibers to the game including .40 S&W and 5.7mm – Check these out and you can let us know if you feel they are recognizable! (Keep in mind this is just a first pass of their art, and we’ll probably make a few boxes open with exposed bullets like in the first game.)
So thank you for joining me today to talk about weapons, hopefully you’ve enjoyed taking a look at the art we’ve done and maybe you’re super pumped to use them when we launch the game! If you’ve ever wanted to make gun models like you see here, our buddy Tim Bergholz at Chamfer Zone has a series of tutorials for 3D Studio Max and Substance Painter that’ll teach you how to be an art pro!
Join us next month for another Dev Blog, and we’ll end off with a huge array of images for you to enjoy!
It’s been 6 months since we started this blog. So right now seems like a great time to do a recap and forecast. I figured it would be good to reflect and ask for feedback as well as give a current status update and tease a little of what to expect in the future.
We first launched this blog back in January which was shortly after our first trailer. The trailer gathered so much attention we were blown away with the reception. This prompted us to start being more transparent and communicating our development with the community, thus the blog. So far we’ve had four department specific posts focusing on Character Art, Music, Animation and Story. We’ve tried to give a snapshot view of our progress and thought processes for said departments. Not only focusing on what we’re making but also what ideas go into our current choices.
About a month ago, No More Room in Hell 2 was selected as a recipient of an Unreal Dev Grant. We’ve been incredibly excited as this is a great boost for us to make the quality game we’ve set out to create. While this doesn’t let us quit our day jobs just yet, the grant helps us greatly as it allows us to afford some tools and assets that would be out of our reach otherwise. We can be more flexible and accomplish our development goals faster without breaking the bank paying out of pocket for everything. At the end of the day we like to think it’s with all the support from our community and fans that made this possible and on behalf of our entire team, thank you!
Speaking of NOTLD we have a special project in the works to show off a little bit of NOTLD in an upcoming teaser! Coming soon…
We learned a lot making our first trailer and Epic has been steadily improving the sequencer in UE4, the in-engine video/trailer creation toolset. We couldn’t wait to give the new features a spin and show off our hard work at the same time so we decided to start work on a brand new teaser trailer!
NOTLD isn’t our only map, we’re deep in development of a brand new map which is a bit too early along to show much of yet. We can’t wait to start showing it off once we get it in a proper state.
As for this blog you can expect our usual post every month. Topics we’ve been discussing for posts in the future are: UI, Environment/Level Design, SFX and Guns. We would love to hear what types of blog posts you’re interested in reading please let us know in the comments or on any of our social media pages.