We’ve had a busy few months of working on the game and getting some new things in place so we’ll be playing some catch-up with posts. Here are some screenshots for today’s #screenshotsaturday of our tutorial level and some work-in-progress fort interfaces.
Hey there DMT fans. Today we wanted to give you a preview of some of our special zombies. While the game gets plenty tense as players run and dodge hordes of regular zombies (especially if they spend a little too much time looting…), we thought we should add some variety to the mix. Our first such addition is three special zombies to looting mode that will affect the player’s journey in different ways.
Our three special zombies are the Banshee, the Oozer, and the Plague zombie. For this game in particular, which focuses not only on your ability to run around and shoot zombies but also staying out of dangerous situations and surviving a long road trip, we had to think of zombies that would support our core mechanics.
First we wanted something that allowed us to make interesting level design choices in looting mode and that would force the player to think about their route through cities. Our answer for this is the Banshee, a blind zombie that patrols cities.
Rather than attacking the player directly when it finds them, it screams loudly. This attracts a horde of zombies to the player’s area that they must contend with. The Banshee has the power to transform even the stealthiest and most skilled player’s uneventful looting missions into tense fights for survival.
While the Banshee affects looting mode by adding more zombies to the playing field, the Oozer limits the player’s ability to run from those zombies.This zombie’s mutation causes its arms and jaw to fall off while sticky green goo oozes from the leftover cavities.
As the Oozer wanders through levels, they leave trails that slow the player down considerably. This can be especially threatening if the player is running from an especially big horde of zombies.
The final special zombie is the Plague Zombie.
This large zombie is a ticking time bomb of infected pus that charges at players when it detects them. When it reaches the player it explodes, sending its infectious innards everywhere.
We wanted a zombie that not only affected the player in looting mode, but also had an effect on the player’s state across both game modes. When the Plague Zombie explodes near a player character, that character becomes ill – a condition which transfers to travel mode.
That’s it for now. We’ll be appearing at Video Gamers United (VGU) in Washington DC next weekend at booth 201 with our special zombies in tow. Look for updates on that show and on some upcoming additions to the game!
It has been a long time since our last post. We have been working very hard to get DMT working with tons of new content and features and we are at a stage where we definitely need to show the awesome progress we have made in last one month.
So here are some screenshots showing four playable characters we have integrated into the gameplay on four randomly generated levels:
The four characters: Redneck, Nurse, Athlete and Mechanic
Map 1: Redneck
Map 2: Nurse
Map 3: Athlete
Map 4: Mechanic
So that is the progress update but we are not done yet. Now it is time to go back to work.
Have a nice day!
This update is to showcase the solution to view blocking geometry in isometeric camera setting in DMT.
View blocking geometry is the object or part of object that hides the player from camera when the player is behind that object. Since the camera angle is fixed in isometric setting, one of the viable solutions is to actually make the object fully or partially transparent. We use simple ray cast from the camera to detect whether the player is behind a certain object and if that object has view blocking properties than the object is made transparent. The following are before and after images of such an effect in DMT.
Before removal of view blocking geometry
Happy Holidays! Here are some new screenshots before we take some time off for Christmas. After the Holidays, look for bigger updates and reveals of some of our new game mechanics!