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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!
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.
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.
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.
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.
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.
"NMRiH is a stand-out take on survival and the scariest multiplayer game we've ever played."
"No More Room in Hell feels uniquely more like a horror game than an FPS."
"...it has enough brains under the hood to make the most sated zombie ask for seconds."
Uses FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2016.
© 2013-2016 Lever Games All rights reserved.
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