Yesterday we released a bit of a reveal for Chapter 3. If you missed it, you should totally check it out like, right now.

Bit of development trivia for you - What you're seeing used to be chapter 2, but we've decided that because it's so vastly different from the rest of chapter 2, we're going to be rolling it into chapter 3.


This paves the way for a bigger mod. At the start of EZ2's development we only had 4 chapters planned. Now it looks as though it is going to stretch to 6. That might sound ambitious, but considering we're already half way there, I don't think we're going to have a problem reshuffling our work to suit the new story structure.

"What is this place?"


Meet Wilson. You can call him WILL-E !

Wilson will be a 'sidekick' for our protagonist (If you want him to be). Players will need him to get through Chapter 3, but after that you can dispose of him if you don't like him.


If you do like him, we're planning on allowing you to take him right to the end of the mod. That will open up some unique dialog opportunities. Wilson is also able to open locked doors - so there's some secret potential there.


It's all very much a work in progress right now. You're sure to see more of Wilson as the mod progresses!



Finally, as part of the Chapter 3 reveal yesterday I also showed off our new menu for the mod. Nothing is final but I really loved working on this. The stars presented a new challenge, and I had to take a page out of Portal 2's book for them. The aurora is a modified particle script that was unused in Ep2.


Much like EZ1, the area isn't necessarily an area that we will be visiting in EZ2, rather it is supposed to represent the theme and location of the mod wrapped up nicely into one scene. I love it - and I also love the music (Thanks Spencer!)


We have a lot of work to do over the next two weeks - so we will be getting on with that. I start my new career in April, so there may be a content drought for a few weeks as I settle.


Rest assured though, we're doing everything we can to deliver this awesome mod!


Keep following us :D

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Last weekend we hosted a Q&A with Bad Cop. It was great fun! If you missed it, check it out here!

We won't be streaming this week as I've got the flu - but catch up with us next week for some (hopefully) new gameplay footage. About time eh?

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Just in case you missed it, we dropped a second teaser last week. Check it out!

We are going to be remaining very tight-lipped about the content in the above trailer for now, as we're not willing to show it off until it is completely ready. We are sure you're gonna love what we're doing. It's awesome! Lots of work is being done on this super secret bit right now. We're all putting in the work to get it done.



Now, here's some cool stuff I CAN tell you about!


Antlion butts and the eyes of Combine soldiers now give off a nice soft glow. We've used sprites to achieve this. It's simple and effective. Take a look:

You'll be able to see them coming in the dark now!

The whole squad is here!


1upD and Blixibon have been hard at working implementing a new response system for the player. It's super cool and we will be showing it off in a stream sometime soon. Bad Cop now comments on... just about anything. Getting shot, getting hit by Antlions or Zombies, getting hit by flying physics objects, taking fall damage, electric damage or being burnt, killing things, killing his friends, commanding his friends... He has become very vocal.


All of these implementations have been added at code-level. We can 'gag' Bad Cop in Hammer if we need to so he doesn't speak over himself during conversations with other characters. This is a very simple explanation - we'll be sorting out some sort of proper writeup of all of these changes after release.

I don't have any images of the new response system, so here's info_player_start cooking with gas.


Introducing - the Rebel Brute!

These guys *ain't* driving to Hawaii.

Much like the Combine shotgunners in the Half-Life 2 Episodes, we've bought in some shotgun heavies for the rebels. These guys are braver than the average rebel and they'll get right up in your grill. Currently they sport a variety of welding masks. They look super cool - and are fun to fight. I've already had some pants-shitting moments with these guys. Props to Kralich for the model and to 1upD for the AI.


Quick tangent - a word on bravery. 1upD has written in a bravery system for rebels. Rebels can become scared during combat, and will retreat to heal, hide or reload. For example, just having Bad Cop aiming down his sights at a rebel will cause the targeted rebel to lose bravery. If they lose too much, they become scared.


Rebels are also now investigating noises in the world. This leads to some really cool and unexpected behaviour. Firing your weapons will warrant investigation from nearby rebel squads.


I can't go into technical details regarding these changes - because I don't have them! But we will outline all of this later on during development.



Duping rebels into SLAMS has never been so fun!

Rebels won't yell 'Look out, Freeman' anymore. That has since been fixed!

Thought I'd throw in a bit about the SLAM and the SMG2. We're working on both of these weapons. The SMG2 is getting a complete re-work. Model and anims courtesy of Kralich and Sprite Cranberry. Code - you guessed it - 1upD.


The SMG2 will have a three-round burst. It'll be a lot better than the legacy code we're using at the moment.


With the SLAM we're planning on having the player being able to choose between tripmine mode and satchel mode. This means you could place triggered explosives on walls rather than having them set off by the tripmine laser.

That's all I've got for you this week. We won't be streaming this week due to busy personal schedules. Catch us next week for a big catch-up!



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