So its been quite a while since I last showed off anything with this project. Before I get into the current state of levels and the eventual release I'd like to go over the changes to the base game that everyone reading this might not be familiar with. I'm going to go through each change as it appears in this video:
Most weapons have been tweaked or revamped
- Base spread has been reduced. The inaccuracy of the gun builds over time making it much more controllable.
- Recoil has been added. If the player does not adjust their aim the SMG will continue to ride up.
- The SMG Grenade has been removed, partially for balance reasons and also due to the lack of a grenade launcher on the model driving me absolutely insane.
- The gun no longer fires as fast as the player can click. It now has two fire modes like it did in Half-life. Default which is very accurate but somewhat slow and secondary which is much harder to control but fires much quicker.
- Primary fire has been replaced with a projectile which does energy damage like the AR2's alt fire does, evaporating enemies on kill.
- Secondary fire has been reworked to explode on impact. The orb itself is no longer an instant kill on touch and instead does damage within an area of effect.
Player HUD Changes
- Health and Armor are now display in the center of the screen for more readability.
- Armor regenerates up to 100 and completely protects from hit scan damage.
- Health kits can be picked up for use later and the number of currently held kits is displayed in the bottom left.
Additions to Enemy AI
- Manhacks now prime themselves to detonate after a delay once they are near an enemy, effectively turning them into a flying grenade.
- Vortigaunts return as enemies with a unique projectile attack which explodes either on impact with the player or after a small delay on impact with the world.
- Vortigaunt AI can be varied up slightly in the map editor to make them more or less aggressive. Their default AI is a balance between attack and defense and has them generally attempting to flank the player whenever they are not currently attacking him to keep the player on his toes.
- NPC's can now be stopped in their tracks and stunned depending on what weapon hits them. This gives weapon like the shotgun extra utility when fighting mobile enemies such as the Vorts.
- Most NPC'S have new models and skins. Some of this is just to look better however some of it also serves a functional purpose, such as the new Elite cop who will have a bit more health than normal cops and be less common.
- A variation of the zombie, the Rebel Zombie, has been added which can run like a zombine but will not pull out a grenade. Special thanks to Sabrean for making his zombie models available for me to use.
Current state of the mod:
The main focus of my work for the last few months has been solely dedicated to getting levels done. While there are other changes I'd like to possibly add right now I want to get the project presentable and playable. I feel like I've gone far too long without showing much progress so expect a decent stream of updates over the coming year as I get more and more done.
As of now I have an intro level at a beta phase and more coming in the works that I'm making pretty good progress on. In the coming weeks I would like to put out a demo of this current intro for everyone on MODDB to play. Any feedback would be greatly appreciated as I continue to learn how to make my levels as good as they can be.
Moving into the future I would love to get some people to privately playtest the mod or assist with level design. If you're interested in joining the project please contact me privately here and I'll respond ASAP.
Thanks for reading and I hope you look forward to/enjoy the demo that's soon to come!