Hey there DMT fans! We’ve been quiet for a while and hard at work on the game. This weekend we’ve brought our latest to Baltimore’s Artscape festival and the feedback has thus far been very positive. We’re getting some great feedback to help us make the game even better. We also have some big updates coming in terms of playable characters, travel mode, and SPECIAL ZOMBIES. Stay tuned!
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.
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
It’s about time we stopped teasing our fans with environment art and started showing them what we’re doing with it. Check out the first of many upcoming screenshots of our 3D looting environments below and stay tuned to the Screenshots page for more!