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