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, April 5, 2013
New Artist, new art!
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, March 15, 2013
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!
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)
- 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!
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!
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!
Thursday, May 17, 2012
Has a month gone by already?
Sorry for the delay, I've been consumed by my most recent project, "Aurora"!
It's taking me a little while to get back into the swing of things, but soon I will be back to my regularly scheduled programming.
It's taking me a little while to get back into the swing of things, but soon I will be back to my regularly scheduled programming.
Thursday, April 12, 2012
The big game changer
This update is taking a little longer than usual, as there are some big gameplay changes coming. Namely:
With the new update, there's going to be some rebalancing necessary as the game transitions into a more realistic gameplay style. This also means that the current levels will need some reworking to include the ammo pickups.
I'm also prototyping a new "greyed out" system that will show areas that you have explored instead of it just being all black. It won't be in this update, but it is coming. It's a tricky thing, as the old rouge / RTS fog methods don't work with this type of view. I'm inventing a whole new method that, as long as it works, will be very cool to see in action!
- Doors will only open / close when you use them
- Ammo will no longer be unlimited
- You will be able to melee enemies to knock them back
- Ammo pickups
- Embiggened (which is totally a word) viewable area around the player
- Quick look left and right
- Enemies will no longer simply drain health on contact, but take a chunk out every time they attack
- Enemy health will be lowered
With the new update, there's going to be some rebalancing necessary as the game transitions into a more realistic gameplay style. This also means that the current levels will need some reworking to include the ammo pickups.
I'm also prototyping a new "greyed out" system that will show areas that you have explored instead of it just being all black. It won't be in this update, but it is coming. It's a tricky thing, as the old rouge / RTS fog methods don't work with this type of view. I'm inventing a whole new method that, as long as it works, will be very cool to see in action!
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