Screenshot Saturday

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.

Screenshot Saturday – 9/3/2016

We’re back from a short absence with some new things to show off. This week it’s our newly implemented vehicle breakdown system, looting car parts, a preview of looting armor, and other looting graphical enhancements.

FallTravel

Smoke and Sparks
Prototype – graphics not final
TruckFire
Prototype – graphics not final
FlatTires
Prototype – graphics not final

VehicleWindowlooting    FogAndArrows

RiotGear

Screenshot Saturday – 7/9/16

It’s that time of the week! Here are some screenshots from Dead Man’s Trail! Today’s batch focuses on some of the fun features of Travel Mode and a few of new areas in Looting Mode.

So my choices are a terrible route and a terrible route...
So my choices are a terrible route and a terrible route…

ST01 Forest01 CT01

Oh no...
Oh no…
The map changes based on the paths you choose.
The map changes based on the paths you choose.
Morale is at an all-time low...
Morale is at an all-time low…
Ford the horde!
Ford the horde!

Screenshot Saturday – 7/2/16

Happy Screenshot Saturday and Independence Day weekend (and Canada Day weekend for our Canadian friends!)

Here’s a new batch of screenshots showing our new looting environments. Enjoy! Forest01 Mountain01 River01 Town01 country01 country02 country03 country04 desert01 Farm01 Farm02 Farm03

Screenshot Saturday 06/18/16

We’ve been doing it on Twitter at @totter87 and on our Facebook page, but since we’ve been getting a ton on the game we thought we’d make #ScreenshotSaturday a more regular feature on this website. Here’s today’s batch, playtesting our new looting environments!

Bridge Canal Country01 Desert01 Desert02 Desert03 Horde Horde02 NightLight

Special zombies!

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.

Special zombies
The Banshee, the Oozer, and the Plague Zombie

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.

The Banshee
The Banshee

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.

 

Banshee summoning horde
The Banshee has found the player and calls other zombies.
Banshee with horde
The horde quickly boxes in the player.
Player and horde
The player must fight their way out of the horde that the Banshee summoned.

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.

The Oozer
The Oozer

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.

Beware the Oozer's gooey wake.
Beware the Oozer’s gooey wake.

The final special zombie is the Plague Zombie.

Plague Zombie
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.

Plague Zombie charging
Plague Zombie charging
Splat! Now you have Dysentery!
Splat! Now you have Dysentery!

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!

Four Characters, Four different maps

Hi Everyone,

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:

DMT_Characters1

The four characters: Redneck, Nurse, Athlete and Mechanic

 

DMT_Characters2

Map 1: Redneck

DMT_Characters3

Map 2: Nurse

DMT_Characters4

Map 3: Athlete

DMT_Characters5

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!

 

Removing View Blocking Geometery in Isometric Camera Setting in DMT

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
Before removal of view blocking geometry

After
After removal of view blocking geometry

Navmesh and Pathfinding

NavMesh ScreenShot

A screenshot of how the pathfinding is being done in DMT. The navmesh designates the walkable and non-walkable areas and pathfinding algorithm uses this navmesh to find shortest route to destination.

 

New screenshots

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!

Invading the fortified town hall
Invading the fortified town hall
Look out behind you!
Look out behind you!
Roadblock
Roadblock