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!
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!
Another day, another set of mysterious 3D art pictures. Today is a selection of some of our city environment pieces, namely incidental city pieces and destroyed building pieces. While we’re using grid-based planes to build our environment and keep a low polygon count for mobile, pieces like this help us “break the grid” so everything doesn’t look so boxy.
Stay tuned for some upcoming/more complete eyecandy coming soon!
Just a quick update tonight of a few screenshots taken during animation development. Using our engine’s (Unity) animation system, we can animate one character and apply that movement to others. This allows us to spend more resources creating alternate weapon modes for the players and animations to keep zombies varied. Since looting mode will be 3D isometric, a viewport is kept at that angle to see how it would look in game. Here are some screenshot previews of animations and a few weapons from the game. There is even a blooper shot of what happens when an animation is played with the wrong weapon in hand – can you guess what weapon was SUPPOSED to be used?
While we work hard on DMT game assets, it’s nice to take the time to share some of what we’re working on.
When doing 3D environment art, especially for mobile games, it can be helpful to have as many objects as possible get their texture from a texture atlas – a collage of individual textures combined into one big image (typically 2048 x 2048 pixels.) This lets us create a variety of objects that run efficiently in-game because they are all using the same material and texture file. Below is a screenshot of a workspace with the texture image displayed. Also check out some of our incidental assets for the forest/park environments and a storefront from environment artist Mike K.
Welcome to the official website of Dead Man’s Trail – a new zombie survival game by e4 Software and Pie For Breakfast Studios that will be released in 2014.
Dead Man’s Trail (DMT) is a zombie survival travel game for iOS and Android in the tradition of The Oregon Trail and Organ Trail: Director’s Cut with several modern twists.
Beginning with the classic versions of Oregon Trail as inspiration, our game seeks to divert from the classic formula through several unique selling points:
Select from one of several vehicles: the nimble 4-Wheel Rocket, the balanced Grave Digger schoolbus, and the powerful Ark tractor-trailer.
Keep your team of travelers healthy and happy. Each have their own job that will help the party along their journey: firearm expert, melee expert, paramedic, and mechanic. Losing one will severely impact your progress.
Loot randomly generated 3D cities for supplies and weapons. Be careful to get in and out before the horde arrives, or you may lose a team member.
A vast arsenal of weapons including revolvers, tactical shotguns, field hockey sticks and katanas will enable your players to survive and thwack Zombies!
Artwork and easy-to-use interface designed by experienced game developers
Stay tuned to this site for updates, information, eye-candy reveals, and other surprises!