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!)
How's it going, everyone? It's been quite awhile since my last State of The Game update, almost two months in fact! I've been trying to update the images section as much as possible to make up for the lack of blog posts here, so hopefully everyone has been satisfied with those. Today I'll be re-posting some of those images so I can talk about them in depth. Double Death has evolved a lot since the last update, so hopefully I can fill everyone in fully.
So first, let's talk about the implementation of two new boss zombies:
and the Overlord
Both of these new zombies do not spawn like the rest of the crew, but instead only spawn under certain conditions. The Kraken will only spawn on the Sunken map, under super secret conditions which I won't leak today. The Overlord on the other hand, will spawn once per game on every map (assuming you are playing a survival-based game mode), when you have reached the last wave of the game.The Kraken has 2 attacks, which involve slamming the ship deck with its right or left tentacle in order to shake the ground. The Overlord also has 2 attacks, one where it slams the ground and knocks back everyone in range (similar to the Tank), and one attack where it spits projectiles in a straight line (similar to the Spitter).
The HUD has also been updated a bit since the last time update, with the implementation of the ammo bar and the backpack icon in the bottom left with the money/ammo amounts.
The backpack icon shown here may or may not be updated in the future, as it strongly differs from the backpack shown at the actual inventory screen.
Speaking of inventory screens,
One has finally been implemented! By pressing the tab key (this can be rebound), you can access this menu. You can see how many keys you have, how much ammo, and how many health kits. You can also see what gun you have equipped and the mods equipped for it. This is implementation of the inventory concept art from awhile ago. I may still change a few things here however, such as displaying every gun you have on you rather than just equipped and maybe add a bit more. I'm also thinking about doing an intro animation where that black lines slides across the screen and then the backpack and labels fade in.
Double Death has also received an update to the title screen, with the background being changed to this beauty:
I also teased this great animation not long ago:
That's right, death animations are finally make their way around to being implemented. Here's all of them, for your viewing pleasure:
Which one's your favorite? I personally like the Kamikaze one the best (the zombie who keeps running for a bit after he dies).
And then, even more recently, I added these awesome examples of new scenery/maps being added to the game:
I think these might have some of the finest details yet, I hope you guys and gals following this feel the same way.
On a smaller note, I've also added animated portrait expressions for Arcade Mode, which are shown along with the dialogue boxes:
They aren't anything too special, but I think they add a nice touch.
And lastly, there's the modding system, which I've been putting way more time into than I probably should be! If you've been following the devlog over on TigSource (Link), you've probably seen this cool teaser for how mods work:
Basically I demonstrated how an extremely basic zombie would would be added in. I'll quote my devlog here to explain the code a little bit:
The data section must always be first. It declares what the modded object is. For characters, etc. you'd choose 'entity'. An entity is anything which plays a part during the actual game. For custom gamemodes, you'd want 'controller'. A controller is a dynamic, invisible object which handles rules and variables during a game. There's also a 'weapon' type for adding weapons, and a 'other' type for different kinds of mods, such as texture changes.
Sprites and sounds are put into the mod folder. As you can see, sprite1 is equal to moddedzombie_idle in the example above. If it was animated, you'd need to put a file for each frame in the mod folder, labeled: moddedzombie_idle_0, moddedzombie_idle_1, and so on. However, you only have to reference the base name within the properties section, as the _num is added through code.
More information will be released soon, and a full documentation along with some example mods will be released with the actual game!
That's all for today, folks. Next time hopefully I'll be able to talk to you guys and gals more about the game's music and a few other surprises.
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
@VanAficionado nowhere yet. I don't plan on releasing a demo until the game's almost ready to be released. sorry mate :(
13hours 51mins ago
so basically right now the resolution auto scales based on the display but is locked at 1280x768.
14hours 44mins ago
looks like the resolution is going to be static until further notice :(
14hours 55mins ago
game maker resolution scaling please hold me it hurts to live
15hours 13mins ago
@JumpButtonS Congrats on Run Run Reindeer, dudes!
17hours 29mins ago
RT @ForkParker: Merry Christmas, consumers with disposable income ages 16 - 34.
Dec 25 2014, 10:20am
Merry Christmas and Happy New Year from Double Death! T.co
Dec 25 2014, 9:26am
Dec 24 2014, 6:17pm
this might be the first year I don't buy anything from the steam sales
Dec 23 2014, 3:11pm