Black Mesa :: December 2018 News

Hope everybody loved final months trailer. Here are some further updates and options now we have added for the upcoming Xen launch.

New Features

Screenspace Fog (“Xog”)

Using the GBuffer that we have developed for our new Dynamic Lights, we have added a dynamic, very versatile new fog system that replaces Source’s legacy fog. The new “Xog” could be configured on the fly with on the spot outcomes ingame, it may possibly change over time with I/O, and it may possibly fluctuate in density and coloration based mostly on peak. Best of all, it is very cheap to render, costing about as a lot efficiency as a single dynamic gentle.

Our stage designers have been slack-jawed once they noticed how a lot it improves the look of the entire game, bringing a real sense of scale to the degrees.

New Alien Grunt NPC (Agrunts)

Our unique Alien Grunts have been tank enemies that shot ridiculously highly effective homing bees. They match comparatively properly into the powerful, cover-laden ultimate ranges of Earth. In the huge, huge open areas of Xen nevertheless, they turned extraordinarily irritating to combat.

The new Agrunt is essentially the most cell, unpredictable enemy in the entire game in addition to our assassins. They’ll leap onto totally different platforms, discover a approach to outflank you, get in your face, and unleash a devastating secondary “hornet hurricane” assault. As a much-needed stability, the bees from them now not dwelling in on you, and particular person bee harm has been lowered.

https://youtu.be/NFzgbYpybL0

New Controller NPC (Xontrollers)

The participant solely encounters Controllers as soon as within the launched game. They have been , if a bit easy, ultimate enemy sort for the Earth sure ranges. For Xen, we drastically expanded their skills, turning them right into a type of overlord or mini-boss. We do not wish to spoil every little thing about their new skills — however mind-control, telekinesis, and crystal-powered shields are only a style of what gamers can anticipate.

Improved Vortigaunt NPC (Xorts)

These have been one other simple enemy from Earth-levels. We largely teleported them straight onto the participant and anticipated them to be gunned down in a couple of seconds. For Xen, now we have labored them into a way more clever, emotional creature. In retaining with the unique Xen, they will not be hostile to the participant by default.

Flashlight Shadows

Flashlight shadows are again! Last patch we switched to one among our new dynamic lights, however couldn’t fairly resolve all the problems with shadows. For Xen, the flashlight shall be positioned on the participant to appear to be it’s casting from decrease in your chest. This creates fascinating shadows and provides to the environment in darkish environments whereas nonetheless having a usable flashlight.

Soft Particles

Better late than by no means. This is a function that is been in different Valve games, however for some purpose has been damaged in Black Mesa, even from our very first mod launch. No extra hard-edged particle clipping!

(Notice the onerous edges within the first picture beneath)

Running With Objects

Anyone that is tried to get the key purple hat by means of Surface Tension has already begged us to allow operating whereas holding objects. Turns out we want this for sure Xen sequences, so want granted!

Chapter Updates

In addition to the enhancements above, now we have been grinding away at locking the ultimate bits of design and arting for all our Xen ranges.

While constructing momentum towards launch, our aim is to lock down the chapters so as in order that we don’t should dedicate sources to them, and so all the next chapters go sooner and smoother. Here is the place we’re at:

Xen (~2-3 Hour Estimate)
This chapter is totally design locked, a lot of the artwork is completed, and we’re sprucing the degrees to be launch prepared. Left on the to-do record is merging artwork, sprucing artwork, unifying skyboxes and results throughout all 6 maps, optimizing maps, and at last a clipping go.

Gonarch (~1-2 Hour Estimate)
These maps are design locked and are going by means of the artwork course of. The aim is to be largely artwork accomplished, and begin in on its many animated scripted sequences in January. We discovered quite a bit arting Xen and refined our pipeline to be extra environment friendly going ahead. There are additionally half the maps (3) in Gonarch as in Xen, so we acquired that going for us.

Interloper (~2-3 Hour Estimate)
This chapter is design full, however wants refinement to lock the chapter. The aim is to have this chapter design locked within the subsequent few days in order that stage designers and artists can begin in on detailing it. Interloper is at present 6 maps.

Nihilanth (Super Secret Time Estimate)
We have began in on the core gameplay coding of the ultimate boss. We wished to keep away from having the large boss be only a bullet sponge, so now we have stored the design fluid and stored the setting interactive and dynamic. Most of the static artwork for this stage is accomplished, however it nonetheless wants scripted animation set items.

Endgame (About 5 minutes)
Endgame is locked, however wants some ultimate animation and graphics updates. Endgame would be the final chapter we do a go on, as it’s dependant on plenty of ultimate artwork from the opposite ranges. Even in its present state we’re very proud of the way it performs out.

We assume most people studying this have already pulled the set off on shopping for the game (thanks), however we do have to say that we’re 60% off for the Steam Winter Sale! Black Mesa makes an important reward for family and friends. This shall be one of many final gross sales earlier than we ship Xen!

Thanks for studying— we plan on having a small information replace and dev weblog in January. Have an important vacation!

-The Mesa Team

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