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, or create cool zombie killin' combos to spin a slot machine to create some chaos on the battlefield. 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.
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!)
Hello everyone! Bonesy here again.
So, it's been quite awhile since the last "State of The Game" post, right? I can assure you (if you don't follow the devlog here) that I'm not dead! In fact, I'm quite the opposite. I've been working vigorously on the game. Unfortunately, it looks like I'm going to be pushing back the release date at least a few months. No worries though, it's all for good reason! With all this time I'm going to make the game as great as possible. I don't like Early Access myself, so I will not be planning to release early playable builds for the public, sorry. However, I'm going to make sure to release as many screens and gifs as possible to make up for it! But anyway, without me rambling any further, I'll get into the actual state of the game.
Server setup and Lobby previews. Currently a server can have as many players as you want on it, but the lobby will only show 6 players and then a "X Number More Players" line. This is still a massive WIP, so I can guarantee you the final lobby will probably be more fancy.As far as the server setup goes, it's all pretty straightforward. Sorry about the weird button text discoloration in the screenshots, it's been fixed now.
Multiplayer in action (UI hidden to demonstrate feature). Currently, there isn't much lag clientside, but there is currently a graphical problem where sprites can be drawn on the wrong frame and depth. This is going to fixed before release obviously. You can also choose to play as a female character in single/multiplayer, although that is not shown here.
Another important thing to note about multiplayer is that the way the server is written allows for mods to be easily integrated. Server side mods (MOTD, map rotation, etc) can be used alongside clientside mods (reskins) with ease. Also, any mod that works for singleplayer (custom maps, mods, etc.) can easily be used for multiplayer as long as both the client and server have the mod installed. I am still deciding whether joining a server that has a mod you don't have should install that mod on your client. More than likely it will, but I am hesitant for security reasons.
Another massive addition to the game is a mini-campaign mode. It's planned to be about 3-5 hours long. Besides all the basic features of the game being there, additional features such as dialogue, cutscenes, and objectives are also active. As far as story goes, don't expect anything serious. The storyline and writing is purposefully comedic, cliche, and self-aware (to an extent).
Action button shown when you are near something you can interact with.
Not much to say here, but music is actively being worked on and should be ready to be shown in a teaser soon!
Such WIP Gameplay! Rolling is vital to your survival, as it allows you to dodge most attacks.
Some exciting news are also coming up soon, and I can't wait to announce them officially. Make sure to stay tuned and thanks again for checking up on the game's progress!
Lastly, if you want to get into contact with me here's a few ways!
Youtube (currently inactive): Youtube.com
Email: admin[@]tophatentertainment.us <----(without the [ ])
Signing off again,
Latest tweets from @iammrbonesth
so controllers now work, only took me roughly 5 hours
3hours 20mins ago
gamepad now works in singleplayer, gonna be a bit confusing in multiplayer
4hours 38mins ago
adding gamepad support to Double Death now!
5hours 35mins ago
currently trying to redo some of the UI
Aug 31 2014, 1:22pm
Aug 30 2014, 11:41pm
probably gonna change a lot of the UI, some it is has meh quality
Aug 30 2014, 11:24pm
double death will come prepackaged with a few mods made by my friends as examples
Aug 30 2014, 8:41pm
new @IndieDB state of the game going up soon!
Aug 30 2014, 6:18pm
RT @Boogie2988: The problem with making a based and moderate statement about things is you get attacked on both extreme sides of the issue.
Aug 29 2014, 9:49pm
Aug 29 2014, 4:33pm