Friday, September 20, 2013

Version 1.0.2 Released


Change Log
  • Game now starts in fullscreen mode for maximum Dreadness
  • Options menu no longer crashes game
  • Added "Windowed" option

Sunday, September 15, 2013

Alpha Released!

The Wait is Over

At long last, version 1.0.1 of Dread is now available!

(Note: If you've already downloaded version 1.0.0, I recommend downloading the new version)

I was not able to complete the Trigger system for this release. So the only way to complete levels is by finding and activating all of the switches. However, that still provides plenty of a challenge and can result in some very cool level layouts.

Once the Trigger system is done, I'll be able to include NPCs, dialog, complex level mechanics, and more. 

But in the meantime, enjoy the short demo level and try your hand at creating your own! Send me your levels and I'll include them on the blog.


Version 1.0.1 Change log:
  • Fixed control help popup on "Singleplayer" start
  • Added picture of switch to initial message
  • Polished the Demo level both visually and gameplay wise
  • Fixed crash on vram reset (due to switching windows or other OS events)

Friday, September 13, 2013

Pre-Alpha level: Historia Malo

Jake Saul is at it again with his awesome new Pre-Alpha 1.3.5a map: Historia Malo

In your frantic escape from Casa Mal, you accidentally crash your car and have to find a new way to get around...


I really like the way that Jake was able to use the various wall pieces to construct vehicles. Talk about creative! I highly recommend checking this map out.

Friday, August 16, 2013

Shift in direction

After much consideration and discussion with both the Dread team, various other developers, and my friends / family, I've decided to shelve the isometric version of Dread in favor of finishing the Top-Down. At least, until I can get funds together to be able to put in the time and effort Dread Iso needs. This is not a decision made lightly, and I apologize to all the fans who have been looking forward to an isometric version.

So what have we been doing for the last 2+ months? Rebuilding Dread from the ground up. What does that mean?

  • New engine that is more powerful, efficient, and portable to other operating systems (Mac, Ubuntu, and possibly even mobile platforms).
  • Multi-player (co-op and vs) modes that take full advantage of the engine and level editor. Create your ideal DeathMatch arena, wade through hundreds of enemies with your friends, or play a deadly version of hide and go seek.
  • New graphics that make the old ones look like the slapped together in MSPaint hackjobs that... well... they were.
  • New enemies and NPCs with powerful, customizable AI. Dread is no longer just a run and gunner unless you want it to be.
  • Tons of environmental objects to help bring the world to life.
  • Optional destroyable environments. Including walls.
  • Non-rotational camera option for those of you prone to motion sickness.
  • Completely redesigned level editor that is drastically more intuitive and will allow you to bring your ideas to life faster, easier, and better than ever. 
I've set the Alpha release (which will always be free) deadline for September 15th, 2013. At which point, we'll be firing up a Kickstarter to seek funding to help us complete the game, and give all you guys and gals some awesome bonuses for your suppport!

This is the Dread I wanted it to be, and I can't wait to share it with you!

In the meantime...

Enjoy this fun new level for the existing version 1.3.5a of Dread, called Casa-Mal by Jake Saul.

Tuesday, May 28, 2013

Still chugging away!

I realized it had been over a month since my last blog update, so I wanted to make a quick post to re-assure you all that I am still diligently coding away at Dread.

Normally, I like to have something to show when I make a blog update, but unfortunately I have been wrestling with a super tricky part of the code (the part that makes things draw properly, and in the right order on screen) for the last month and have nothing yet to show for it.

The good news is, I've discovered about 1,000 ways that don't work. So I must be nearing success... right?

Anyway, if you want to keep more up to date on the happenings of Dread, feel free to follow me on Twitter (@berickcook). As I tend to talk and/or complain a lot more about what I'm currently doing on there.

Monday, April 15, 2013

Finally, a video!

Here's an early look at the new view system. I think it's coming along quite nicely. What do you think of it?

Edit: There's another video linked inside this one that shows what the engine looks like with partially transparent walls instead of disappearing ones. Which method do you prefer?

Friday, April 5, 2013

New Artist, new art!

We have a fantastic new artist in the Dread team, Erik Christensen!

He's been hard at work for the last month giving Dread a much needed facelift, while I've been hard at work adding every new object he makes into the level editor. The result speaks for itself:

Friday, February 15, 2013

New Levels and New Team Members

I'm happy to announce that we have a couple new members to the Dread development team!

  • Nick Caudell - Artist, Web Design - Nick is currently working on isometric artwork for the new engine, as well as a better website for all things Dread. 

  • Jon Trew - Level Design, Programmer - While I'm plugging away at the new engine, Jon has been familiarizing himself with the current level editor and game mechanics. He's going to be releasing a series of map packs to help keep you all entertained while I stare at a screen for hours! 

Jon's completed his first pack of 5 levels is called "VX Map Pack 1". You can download it below or on the custom levels page. To install it, just extract all the files into the Dread game folder.

Download VX Map Pack 1 (8kb ZIP)

Tuesday, February 12, 2013

Isometric Progress

Things are coming along nicely so far for the new isometric engine. I really like the way the new shadows look. Here's a very early preview of the new view engine.


As you can see, the walls become partially transparent everywhere that you are able to see. It's a pretty neat effect, and I'm really looking forward to seeing how it will look with an actual level to wander in!

Wednesday, February 6, 2013

Dread Reborn!

Hello everyone! I'm happy to announce that I have finally resumed work on Dread.

I have some good news and some bad news. The bad news is, the existing version of Dread will be the last version of what you currently know Dread to be.

The good news is, I have taken all of your feedback under consideration and am rebuilding Dread to be from a fixed Isometric perspective!

There are so many advantages to an isometric perspective as far as gameplay, visuals, environmental detail, story, etc is concerned. It's looking great so far, but it's still a ways from playable or even screenshotable (that's totally a word).

Other than the modifications to gameplay that I was already planning, the core idea of the game will remain the same. Which means that I should be able to make a level converter that will take levels made with the current top-down Dread and make them compatible with the new isometric Dread! So if you've made, or are currently making a really cool level, don't worry. Your efforts will not be in vain!