Halloween 2017

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!

Zombies!

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!

-David

                                             

We’ll be back with a bonus blog in a few day for Halloween so stay tuned!

Zombie AI and Senses

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.

Stimuli

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.

Mobility

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!

Looking At Levels

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.

-Nayor

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.

                                             

Recap and Forecast

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.

Previously…

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.

Current Events

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!

Now on to the actual development front. Our first map, a remake of our NOTLD, is coming along quite nicely and we’ve been teasing a few images on twitter and facebook.

Coming Up

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.

-David Meade

                                             

Animation Insight

Hey everyone!

My name is Cole, or as the other nerds have posted with their cool nicknames, Vaarnex. I am the lead animator for NMRiH2. This is one of my first bigger projects, and it is definitely an ambitious one at that. Unfortunately I didn’t work on the first NMRiH, however I aim to add something great for the next installment.

As you may know, we didn’t have a character animator for the first game. So that’s where I come in to give the game, and the zombies, new life, which is what I will be talking about today. So let’s get started, shall we?

One of the most important parts of a zombie game is probably the zombies. Where would we be without them? Not in a zombie game, that’s where. So for NMRiH2 we’ve come up with some cool ideas for the different archetypes for those face-eating, lovable buggers.

The main three zombies are the Shambler, the Walker, and the Runner. Each zombie will have a distinct behavior, making them distinct from one another. This means that the player (you) will need to have different ways of combating these meatbags. It also means that you’ll need to be able to tell each zombie archetype apart from a distance so you can be sure to give them the walloping they deserve.

The first zombie I’ll be talking about is the Shambler.

These guys are the fodder of the game, lowest tier of hunter. The Shambler is what happens to a zombie when it can’t find any sustenance. It loses all of its muscle mass and starts to decay where it stands. The sight on Shamblers is minimal, very weak. Not enough human carrots to keep their eyes sharp, so they have to rely on other senses to seek out potential targets, not for them to catch, mind you. But to alert other to catch for them. The Shamblers are too weak to run, barely able to keep themselves upright where they stand.

The Walkers are where things get a bit tricky.

walker

The eyes tend to decay quickly for these poor infected fellows. So the Walkers rely on sound, their hearing is phenomenal. They sway their heads side-to-side, listening to anything and everything and being drawn towards the sound. Not as slow as the Shamblers, but not as quick as the Runners, which I will get to in just a moment. You can see the Walkers have more mass on their bodies, this is the second stage of the infection. When all the fat is burned off and food is becoming scarce. The Walkers are beginning to decay, which is better for you, right? More chance to survive!

And finally, we come to the Runner.

A pure predator. Alpha of the infected. These guys rely on all of their senses, but eyesight is keen with these ones. Constantly scanning the horizon for prey, anything that they can get their hands on to infect or eat. These guys are fast. Strong. Cunning. Able to sprint after the survivors, climb buildings to catch their prey.

climbing runner

There is nothing that will stop them. Maybe a bat to the brain… But that’s up to you, and if you can manage to hit it without being distracted by that bod. While infected, the body converts all energy from fat into muscle, anything that it can use to turn the body into a killing machine. And all the pent up energy makes these sexy motherfuckers twitchy, and deadly.

The silhouettes for each type is important. We want to make sure that each zombie behaves and carries themselves in a way that is immediately apparent to the player. Now that we have a character animator on the team, we’re hoping that the zombies and their personalities will be something that you really enjoy when the time comes.

Thanks for reading everyone, I hope you enjoyed this dev blog.

-Vaarnex

                                             

Square Zero

Hello everyone,

My name is ThoughT and I am the Lead Composer for No More Room in Hell 2, and was also the lead composer for the original NMRiH. You may remember my music from such exciting NMRiH events as, “Spawning with the hopes of not being eaten” as well as “being eaten shortly after spawning.” We had good times together.  

First off I must say, to my immense flattery and surprise, it’s been made clear to me that people see NMRiH’s soundtrack as a unique style of music, which has been shown through numerous submissions of “NMRiH inspired” fan music. I couldn’t be more thankful for the support that the community has shown for the soundtrack. Seriously, it’s beyond anything I could have imagined, thank you!

No More Room in Hell 2 stands as the first sequel that I have ever had the privilege of working on and as I have begun to work on the new soundtrack, I’ve found myself faced with interesting challenges that I’ve never had to deal with before.

In order to create to create music of this magnitude I need to get myself into a certain emotional headspace. One way I like to attempt this is through editing “mood videos” so I can visually see emotion and then attempt to translate that into music. I’ve featured two of them in this post for you to enjoy. The video for Moral Compass (above) as well as the background video (below) that plays when you go to www.nmrih2.com.

When looking at how to proceed with the soundtrack for NMRiH2, I’ve really had to sit and question if I should just continue in the now ‘traditional NMRiH style’ or try to venture forth to something new. It may seem like an easy choice to some, yet the more I think about it, the more I realize that something with my process would need to change. The first time around, I could play NMRiH and get ideas and inspiration. This time around, the soundtrack is starting at square one with the game itself and it’s an entirely new, blank slate that is certainly proving an intimidating trial. I want to pay homage to the original game’s soundtrack and make nods to the original songs where it feels right, as well as maybe a few well deserved remakes; yet at the same time, not overdoing it. Knowing where or when to do this has been one of my very real challenges because NMRIH is my comfort zone while NMRiH2 is it’s own game and deserves to be treated as such. Sometime’s I guess it’s just hard to let go and remember that NMRiH2 stands to introduce a slew of new classic tracks to the community like the original, if given the chance.

The new engine allows an additional level of visual, and auditory fidelity that we always wanted to do, but couldn’t achieve with the technical constraints of the first NMRIH. The gameplay and art will be emotional, intense, and stressful, and we want to complement each of those feelings and moments with our music and audio (We even have dynamic music system that can adapt to player situations, but more on that next time).

Earlier I mentioned that I was starting NMRIH2 with a blank slate, however, instead of starting at square one, I want to actually start at square ZERO. Zero, meaning before anything bad ever happened in the NMRiH universe. Zero is the world we live in and represents what will be lost.

The dichotomy of past and present is important to truly appreciate the horrors in NMRiH2. Without appreciating the backstory and the gravity of the situation, we could honestly just skin a zombie to look like any generic enemy and get the same return. I feel strongly that on top of storytelling and visuals, one of the best ways to convey the emotional tension of the situation is through music. What is coming after you isn’t just a monster, but was a person. That person had a family, aspirations, dreams and goals that were robbed from them. It may seem silly to be thinking of the zombies as people, but it helps inspire all of us on an emotional level. We can feel a world where millions of our countrymen, friends, and family have been robbed of their lives, and who they are. We are alone, forced to survive in a world no longer hospitable to human life. We are victims, but even more so the zombies themselves are the greatest victims of tragedy.

Please enjoy and check back for more updates and to watch this concept become a reality! Before we part I have one last work in progress track to share, enjoy!

                                             

Introducing the Zombies

Hello everyone!

My name is Cenelder, and I am the character artist for No More Room In Hell 2 (NMRIH2). I wanted to update everyone on our progress thus far, as well as outline some key features and additions to our player characters. But first, since this IS a zombie survival game, let’s kick this blog off with some information and screenshots on our undead friends!

For No More Room in Hell 2, we really wanted to think about the theoretical science behind our zombie disease, how that would manifest, and how we could translate our reasoning into fun and interesting enemy types. We decided to break down our zombie virus into 3 key stages of progression with very different archetypes.

The Runner

The first stage of the zombie virus is known as a Runner. When a fresh victim becomes a zombie, their body amplifies production of testosterone and adrenaline, and quickly burns away all of their body fat converting it to muscle mass. This increases not only their strength, speed, mobility and sight, but also their aggression. Their movements become twitchy and they appear anxious. They have increased visual acuity, and will chase down anything they see moving, and their increased mobility and speed will make sure that they get there quickly regardless of obstacles. Luckily, this stage doesn’t last long, as it requires constant feeding on human flesh, and they burn through their muscle mass within a few days time.

The Walker

If a runner cannot consume a steady source of ill-equipped human survivors, eventually their muscles deteriorate and they transition into the Walker stage. These are a more traditional, Romero influenced slow moving zombie. They can summon short bursts of speed during attacks, but are generally limited in their movement capabilities. The clarity of the runner’s eyesight has somewhat receded, but their sense of hearing has vastly improved. They will be drawn from great distances toward gunfire and other noises. This can quickly overwhelm survivors with their sheer numbers.

The Shambler

The final stage of the zombie disease is the Shambler. Highly decrepit and decayed, zombies in this stage are highly contagious and emit a very distinct foul odor helping them to easily distinguish the scents of the living from the dead. Upon smelling living flesh, they emit a high pitch screeching noise that will attract Runners and Walkers to their location. Filter masks are suggested when engaging Shamblers to reduce chances of infection, although steering clear all together is preferred. Destroying a Shambler can create a biohazard in the immediate area.

The Children

And of course, we also have zombie Children. They tend to stay fast and limber for much much longer than adults due to lower calorie requirements, and a reduced effect on their undeveloped hormonal system. While the immature hormonal system prevents them from burning out quickly like their adult counterparts, they are not nearly as strong, fast, or agile.

So What About Character Customization?

A lot of people are asking about player customization.  YES!  We DO have player customization planned!  I don’t want to get too in depth with our player customization yet (we will be discussing customization in depth in an upcoming blog), but you will be able to customize the look and clothing of your characters.  We have some really cool reward structures that we are pretty excited about that will showcase your dedication to slaying zombies.  

Zombies will have have randomized clothing as well!  Not only will this affect the visual look of the zombies, but we can do things like add helmets that make them more resistant to melee head trauma, or body armor to increase their resilience.  All of this will be generated by a random number generator that we can customize per map, and yes, that means that fully armored Runners are a thing to be feared! (*And balanced pending play testing)

We’ll keep this blog active as a window into our progress and development in the coming days.

                                             

The First DevBlog

Hello and welcome to the first No More Room in Hell 2 development blog! We aim to be as open and honest with this blog to keep the community as informed as possible.  Hopefully the community will work with us to release a game that all of us love and enjoy!  Our duty to the audience will be to relay accurate information as it happens, and showcase our successes and how we overcame struggles.

Our team has grown in size over the last few months, and we are increasing our workloads to attempt an early access release in late 2017/early 2018.  We have a lot that we would love to share with you, however, before we talk about what we are currently working on as a team, lets have a quickly recap the last few months of development.

When did development start?

No More Room in Hell 2 has been an idea that’s been in the back of our heads for quite a while. Working on the Source engine for the mod we felt limited at times to what we could accomplish with an aging engine that we didn’t have full source code to. It wasn’t until we heard of the benefits that Unreal 4 had to offer that we truly thought to make a sequel a reality. Our first ever public mention of our intention for a sequel was back in December 2014.

That’s quite a while ago what’s taking so long?!

We didn’t start active development for No More Room in Hell 2 until 2016. So obviously there’s a gap from 2014 to 2016, We spent a lot of that time on design as well as learning Unreal Engine 4 before jumping into the development. We’re setting the bar for No More Room in Hell 2 pretty high, we truly want to make a game worthy of a price tag.

We made a thing!

It’s been a tradition of ours to announce big news on Halloween. So we decided to put a few of our assets together and October 2016 we released a teaser to officially announce the game to the world. The reason for the trailer is twofold, we wanted to show some of our progress and more importantly we wanted to have fun a collaborative internal project to motivate us.

We also launched a quick website with some FAQ nmrih2.com

That’s cool but what are you doing right now?

Our main goal this year is our vertical slice of our current design with the goal to release in early access later this year on steam. We’ve set our sights to recreate and improve the core gameplay starting with the old “Survival” game mode from the Mod. We’re currently recreating an old map from the mod, nms_noltd (night of the living dead) to be our test bed. In addition to that recreation we have something completely new and larger in scale than anything in the Mod, yet it’s a bit too early to talk about that in any detail.

Into the future we’ll keep this blog active as a window into our progress and development.

                                             

TL:DR Development started 2016, released a teaser on halloween, right now we’re working on a vertical slice with a goal to release near the end of 2017 or early 2018. FAQ: nmrih2.com