DevLog: Click here!
There's lots of zombie games on the market. Loads of 'em in fact. But maybe you were looking for a zombie game with a little bit of everything. Double Death is a community driven single and multiplayer game in which you can customize your character with tons of accessories and take part in the zombie apocalypse. But what sets the game apart from other games? Well, mainly the fact that the game has a huge ass modding API which can be easily used to make custom gamemodes and maps.Unlock & Equip perks to mix up how you fight, with crazy mod synergy! Team up with friends or play alone as you fight the horde or take part in creating the apocalypse, making as many maps and game modes as you want.
Drawing inspiration from games like Killing Floor and L4D, this is a mode about surviving a set number of waves with friends or by yourself. Visit the trader in between waves to upgrade weapons. By default all special zombies, all perks, and all power ups are enabled in this mode.
Similar to Classic, but instead of surviving a set number of waves, the horde will never stop coming. Ever. By default all special zombies, all perks, and all power ups are enabled in this mode.
Arena style mode where players can actually play as the zombies as well as the survivors, and try to kill each other. Multiplayer only.
In a sense, it's basically story mode. It's a handpicked rotation of the default maps with extra content added in, such as NPC's and objectives.
What's left of a large city overrun by the horde. Straightforward layout without many obstacles. Nothing too special here, but maybe some buildings hide some cool stuff.
Same city as East Side, but in the heart of the horde. This map extends underground as well, allowing you to roam the streets or explore the sewers below. Features a few secrets in the sprawling sewers.
It's the Titanic a ship about to meet its doom, swaying back forth while hordes of zombies flood the decks. Features areas above and below decks, as well as a couple of easter eggs and dynamic events, one of which leads to an insane boss battle.
An old, abandoned warehouse filled with tons of places to hide and take refuge. Pretty straightforward besides that, with nothing too special. It's exactly what the name says it is.
A large jungle filled with zombies, among other things.
An abandoned nuclear plant. Multi-level map with one large easter egg with a very insane "reward". Also contains a few secrets.
A very limited map consisting of a makeshift refuge on the top of a hill. Zombies come from both sides and try to break in. Sort of a KOTH style map.
The largest included default map. Consists of a massive, sprawling city in complete ruin. Tons of secrets and easter eggs are included here, as well as a few things not seen in any other map.
Custom content can be made for the following:
-And More (It's possible!)
Hey everyone! First off, if you're reading this, I'd like to thank you for following the project. For today's long past due progress post, I'm going to be talking about a few very important things concerning the game. The first being a good look at what the weapons modification system in all of its glory, and the second being a look at what the hell is taking so long. I'm also going to talk a little bit about some miscellaneous features I'm adding to the game for extra polish. So, without further ado, let's get to it!
Weapon mods are exactly what you'd think they'd be. Modifications you can buy from the trader
and equip to your weapon to make crazy stuff happen. I've been teasing it for awhile, and I event had an alpha version of it previewed a long time ago. However, I've completely revamped the system. Now it's not just awesome, it's awesome. Before weapon mods just added simple effects. Now they are real game changers. You can equip 3 per weapon, and mods can synergize and inherit the effects of each other.
So I've been throwing around some fancy words like Inheritance and Synergy without actually explaining how they work. So I'm going to do just that: explain how they work. Inheritance is a cool thing defined per mod. It defines what type of mods are inherited by the effect of this mod. For instance, the "fire" mod can inherit any mods of type "debuff". You can see an example here, with fire inheriting the ice mod to create: FREEZING FIRE.
Each mod has its own type of inheritance. For example, so mods can inherit other mods who are of the same type, such as the chain lightning mod, which can inherit other "effects" mods. This can be seen with the chain lightning mod inheriting the fire mod.
Mods can also inherit more than one mod, and can also inherit mods who have inherited other mods. Does it hurt your brain? It should, haha.
(The Beartrap Mod)
On the other hand, we have synergy. Synergy is a cool way for mods who don't inherit each other to interact. Synergy happens alongside inheritance. For example, acid gas and explosions working together:
I don't want to spoil all the synergies and inheritances, they're way too cool when you discover them yourself.
Game Mods which add Weapon Modifications (2 different types of mods haha) can define their own synergies and inheritances.
I also don't want to spoil all the mods in the game, so here's a gif of chain lightning, poison gas, and explosions all at once.
Buying more than one of some mods will result in effect multipliers, such as the explosion mod. For example, here's 3x equipped explosions.
I can confirm that there are generic mods such as "add damage" and "add hp", but there also cool things like you've seen so far above. There are a total of 21 Weapon Mods.
Here's some cool features I've recently been working on and a short explanation behind them.
Enemies now leave behind blood behind when they die.
All weapons now have knockback, not just melee weapons. Bullets slightly knockback enemies now.
I've also added a round announcer. The announcer comments on certain stuff between rounds. Yes, you can turn it off. You can also add your own custom announcers through modding. The default announcer is a..pretty well known guy. I'll be revealing who it is soon. I can't believe I've been working with him and it's been a great opportunity.
Double Death became a lot bigger of a project than I thought it'd be. I'm proud of it, but many obstacles have become apparent. I've been keeping a physical checklist (2 to be specific, one for overall progress and one for alpha/beta progress):
Basically, here's the gist of what's left:
I'm still hoping to get the game finished by the end of summer, so keep updated guys! I should have a trailer coming soon as well.
And that's all for now. Thanks for following guys. I'll see you next post!
Lastly, if you want to get into contact with me here's a few ways!
Signing off again,
Latest tweets from @iammrbonesth
while still not done, the new AI overhaul is looking great. Should be too, since it's like the fucking eighth iteration of it.
Jul 28 2015, 2:20pm
just ate a buffalo chicken BLT wrap, a bowl of cereal, and a bag of funyuns at half past midnight. truly this is what life has to offer.
Jul 28 2015, 12:54am
lately i've just been playing hearthstone simultaneously while programming. should probably stop that.
Jul 27 2015, 1:24pm
just realized how many screenshot saturdays I missed. damn.
Jul 26 2015, 3:41pm
truly drawception is the GOTY
Jul 25 2015, 6:35pm
@iamkillbill so when's that earl collab happenin lol
Jul 24 2015, 1:58pm
@iamkillbill so it's a bit more horrorcore than Ramona was?
Jul 24 2015, 1:56pm
@VoidfoxTV everything from tiny mini explosions to explosions set off by chain lightning!
Jul 24 2015, 1:41pm