Hell everyone,
For September we focused on planning and building the needed assets for Episode 2. We also fixed a few issues and added a first pass implementation of the flash light.
Art Assets
Dozens of new textures and models were made, and the work continued for E2M1.

We build 90% of the textures on atlas sheets to make sure the environments are as optimised as possible by having fewer draw calls over all.
We built lots of new industrial focused props, and specific props for E2M1

Gameplay
We also finished off the environmental damage system. This system is designed to add a bit of dynamic flavour to the gameplay and give players some choice on how they engage the enemy.
As you can see in the example below, if you shoot oil or a barrel explodes near oil it'll catch on fire for a few seconds and deal damage to anything near it. This system has some basic rules: Electrical damage can electrify water and ignite oil puddles, but ballistics, energy weapons, and explosives will only ignite oil. This was already in the game but not full implemented so we'll release a patch this week that enables this for Episode 1.

Level Design
E2M1 Garbage Disposal also started receiving all the new assets. E2M1 focuses on being the industrial entrance, and also the garbage disposal/processing section of the facility. It has TEC-Rover tear down stations where they strip down the older trucks, garbage crushers, and more.
We're also building all the levels by taking the flash light in to consideration, you'll come across poorly lit areas now, and sometimes there might be some electromagnetic interference which causes your flashlight to have problems.
Note that these environments are not finished, they still need a detail, prop, and VFX pass.





Thanks for reading, stay tuned for our next development update.
-FBS Team