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Dead Containment News

Dead Containment | Update 0.4.5 - Patch 1

Patch Notes:
    Additions
    - Added armoury background music.

    Fixes
    - (Gameplay) Fixed crosshair not auto cantering on level loading.
    - (UI) Fixed pause menu in the firing range armoury soft locking the game.
Trello

You can follow the progress of Dead Containment by visiting the Trello page here. The page is updated regularly with what I'm working on, what's planned in the next update and the state of reported bugs.

Bug Reports

No one wants bugs in their game and I try to my best to squish any I see. However, if you do find any bugs that I missed then please post a report on the official bug report thread here.

Dead Containment | Update 0.4.5 - Armoury and Firing Range Update

Armoury and Firing Range

This update brings some new features to Dead Containment while also laying the ground work for future updates. From new modes and weapons, to improvements and fixes, this update has a lot to unpack.

Armoury

Armoury is a new screen players will see before starting each level. On this screen players can select 2 power weapons to bring into each level. In co-op mode this also acts as a ready-up screen too, where both players must select ready before the game will start.

Minigames

Minigame support has been added to Dead Containment along with the first minigame (See below). This added framework will allow minigames to be added to Dead Containment alongside the main level. A lot of minigame levels have already been planned and will be added to the game overtime alongside the main levels.

Firing Range

The firing range is the perfect place to try out all the weapons in the game in a safe environment. Included in the firing range are 3 modes; target shooting, roaming undead and empty range. Paper targets are great for learning a weapons recoil and spread before moving onto the roaming undead mode, where the range is filled with moving yet non-lethal enemies.



New Weapons

This update also includes the first new weapons for Dead Containment; the SMG 45 and the Boomstick.

The SMG 45 is a compact hard hitter with a tight spread, perfect for taking out enemies up close and popping heads over distance.

The Boomstick is a groovy double barrel sawed off, packing a mean punch only to be let down that you can only fire it twice before needing to reload.



Improved Level Art and Optimization

Due to the engine upgrade, all levels had to have their lighting rebuilt. This was the perfect opportunity to go over each level and improve the art and lighting in one pass along with fixing some models with missing LOD's or visual glitches.

Future Work

An important part about the work in this update is the framework it adds for future additions. Things such as new weapons or minigames were never supported on release. Now with this update new weapons and modes can be created and added quicker without additional backend work, hopefully leading to more frequent content updates.

Trello

You can follow the progress of Dead Containment by visiting the Trello page here. The page is updated regularly with what I'm working on, what's planned in the next update and the state of reported bugs.

Bug Reports

No one wants bugs in their game and I try to my best to squish any I see. However, if you do find any bugs that I missed then please post a report on the official bug report thread here.

Update Notes:
    Additions
    - Added armoury.
    - Added firing range minigame.
    - Added minigame support.
    - Added new weapon - Boomstick.
    - Added new weapon - SMG 45.
    - Added path names to path select screen.
    - Added ready-up screen between levels.

    Improvements
    - Improved online play networking.
    - Improved weapon audio - Shotgun.
    - Improved world lighting.
    - Improved world detailing.
    - Improved world lighting.
    - Improved world particles.

    Changes
    - Changed game engine to UE 4.27.

    Reworked weapon - Shotgun - Now named SEMI 12.

    Reworked weapon - SMG - Now named MP21.
    - Increased fire rate from 850 rpm to 950 rpm.
    - Increased max spread from 2.2 to 2.4.
    - Lowered damage from 70 to 65.


    Fixes
    - (Audio) Client would have no level music.
    - (Audio) Whoosh sound looping during final scores screen.
    - (Art) Player 2 model missing in lobby screen.
    - (Gameplay) Weapons not spawning for clients with a high ping.
    - (UI) Crosshair cursor vanishes when clicking in lobby menu.
    - (UI) Cutscene overlay not showing for clients with high ping on start of level.
    - (UI) Missing player weapon icons from HUD.

Dead Containment | Update 0.4.5 Progress

Thank You and Happy Holidays

Happy holidays everyone!

Around 2 months ago Dead Containment launched into Steam Early Access as my first ever game released on Steam. It's been great seeing the positive responses from everyone and seeing people enjoy the game. Thank you to everyone who has supported the game and I hope you enjoy what's coming next for Dead Containment. Speaking of...

Upcoming Armoury Update

The next big update for Dead Containment will be the 0.4.5 update, also titled The Armoury Update. This update will bring the armoury feature to the game along with new weapons to fill it.

The armoury will work as a screen you will see every time you load into a level. From the armoury you can swap out your power weapons with others you've unlocked. Weapons can be unlocked by completing levels and by achievements at a later date.

There's not much to show in the way of new guns or gameplay just yet but for now here is an early in-progress picture of the armoury UI.



I'm aiming for a March release with this update, but as always with game development this date isn't set in stone and can change.

Trello

You can follow the progress of Dead Containment by visiting the Trello page here. The page is updated regularly with what I'm working on, what's planned in the next update and the state of reported bugs.

Bug Reports

No one wants bugs in their game and I try to my best to squish any I see. However, if you do find any bugs that I missed then please post a report on the official bug report thread here.

Dead Containment | Update 0.4.0 - Patch 1

Patch Notes:
  • Added direct input mouse option.

  • Changed multiplayer to use Steam SDK when connected to Steam
  • Changed multiplayer to use Advanced Sessions when not connected to Steam

  • Fixed friends list invites not working.
  • Fixed game details not updating in the lobby.
  • Fixed leaderboards in the demo showing the full games leaderboards
  • Fixed multiplayer not loading the next level.
Trello

You can follow the progress of Dead Containment by visiting the Trello page here. The page is updated regularly with what I'm working on, what's planned in the next update and the state of reported bugs.

Bug Reports

No one wants bugs in their game and I try to my best to squish any I see. However, if you do find any bugs that I missed then please post a report on the official bug report thread here.

Dead Containment | Update 0.4.0 - Steam Release and Level 4

Steam Release and Level 4

It's here! The Dead Containment level 4 update has reached the early access players with the game getting a public release as a Steam Early Access title on October 21st.

This update isn't just about level 4 or the Steam release though. There are a virtual ton of changes and additions that have been made to Dead Containment over the past months which should give a everyone a better player experience while also raising the overall quality of the game to a higher standard.

So let's jump into it!



Release Schedule

The new update will be going live for Kickstarter early access players shortly after this article goes out. Once the update has reached these players, the public release will follow on October 21st.

Graphics Update

The graphics of Dead Containment have had a major overhaul for this update, with everything from models and lighting to the post processing and particles in the game being looked at over. Dead Containment was also updated to Unreal Engine 4.26 to take advantage of the new GPU Lightmass tools. The product of all this is a vastly improved looking game when compared to before. Below are screenshots of the starting area of level 3 before and after the update.


How the starting area of level 3 used to look.


How the starting area of level 3 looks now.

Online Leaderboards and Local Top Scores

Online leaderboards are now fully implemented and can be viewed from the main menu. The leaderboard will save the highest score and rank a player has achieved on a level along with their highest overall score from a playthrough, which can either be from completing the game or when the player dies. Because of the major changes to the game since the initial leaderboards went in, all scores have been reset with everyone starting from scratch.

Local high scores and ranks are now kept and can be viewed from the singleplayer screen when selecting a level.

Light guns

Dead Containment has been made from the start with both KBM and light gun players in mind, from how the game plays to how the UI looks. Playing with a light gun before felt difficult with the 'weak' guns and fast paced gameplay. To help with this there is now an option to keep your crosshairs on while using a light gun. Originally it was set to off and couldn't be changed. More settings are being looked at to help light gun users.

Another indirect improvement for light gun users is how the new damage model works, which can be read below.

Reworked Damage Model

Both the way enemies take damage and how the guns deal damage have been completely reworked from scratch, which included writing up a massive spreadsheet to automatically calculate how many bullets and the time it would take to kill each enemy in the game. This spreadsheet helped balance each gun to feel powerful but balanced along with help make each enemy feel as tough or as weak as they should be.

All humanoid enemies have multipliers depending on where they are shot; in the head, torso or limbs. This also applies to non-humanoid enemies and bosses, depending on if they have equivalent body parts.

Enemies also have a co-op health multiplier, which increases their base health when playing in co-op play. This was done to reduce how incredibly easy the game became when playing in co-op mode.

Steam Cloud Support

Steam Cloud support has been added to keep game settings, scores and future unlocks safe. This was mainly done now to keep your progress safe for when any collectibles are added and the upcoming armoury system which will allow players to unlock new power weapons.

Trello

You can follow the progress of Dead Containment by visiting the Trello page here. The page is updated regularly with what I'm working on, what's planned in the next update and the state of reported bugs.

Bug Reports

No one wants bugs in their game and I try to my best to squish any I see. However, if you do find any bugs that I missed then please post a report on the official bug report thread here.

Update Notes:
  • Added level 4.
  • Added enemy type - Alligator.
  • Added enemy type - Bat.
  • Added enemy type - Falling.
  • Added enemy type - Raccoon.
  • Added enemy type - Welder.
  • Added anti-aliasing options; None, TAA, FXAA.
  • Added bullet decals depending on the material that was shot.
  • Added camera shake to level 3's boss footsteps.
  • Added civilian event to level 2.
  • Added civilian status text above civilians' heads.
  • Added enemy attack type - Single ranged attack before changing into melee.
  • Added enemy material generator, giving more variety in enemy skins
  • Added 'How to Play' screen in the menu.
  • Added level intro title cards and animation.
  • Added local high score saving which are displayed in the single player menu.
  • Added new high score notification at the end of levels.
  • Added online leader boards.
  • Added overall stats screen when completing a full playthrough or dying.
  • Added particles to boss ranged projectiles.
  • Added physics objects to levels which move or are destroyed when shot.
  • Added option to skip cutscenes that aren't used to load the level.
  • Added Steam Cloud save support for scores and settings.
  • Added stun animations for enemies.
  • Added time limited attack events where players have a limited time to kill enemies before moving.
  • Added player invincibility after taking damage, lasting 1 second.

  • Changed AI attack patterns so closer enemies will attack first instead of waiting.
  • Changed AI pathfinding to stop enemies walking in a straight line behind another.
  • Changed axe wielding enemy animations.
  • Changed civilians to be invulnerable to player damage after being saved.
  • Changed crawlers to have random parts of legs missing.
  • Changed the loading screen images to better match the current look of the game.
  • Changed player name colours in co-op lobbies to the colour of their character.
  • Changed projectiles materials to glow from yellow to red the more they are damaged.
  • Changed the amount of spare ammo power weapons carry to 1 less magazine.
  • Changed the weapon damage values of all guns.
  • Changed the weapon spread values of all power weapons.

  • Improved audio for all levels, including more ambience and sound attenuation.
  • Improved bullet decals to glow on impact before fading away.
  • Improved enemy attack timings to better sync the damage with the animation.
  • Improved enemy hit boxes.
  • Improved level 1's graphics and lighting.
  • Improved level 2's graphics and lighting.
  • Improved level 3's graphics and lighting.
  • Improved level 3's boss footstep audio.
  • Improved level decals with newer materials and more variety,
  • Improved level file size optimization for smaller level sizes.
  • Improved level light baking method to ray-traced light baking, improving the baked lighting.
  • Improved player footstep audio.
  • Improved weapon FX.

  • Removed server browser and drop-in-out co-op play due to it being unstable.

  • Reworked enemy health to include multiplier on co-op play.
  • Reworked enemy health multipliers for headshots, limb shots and torso shots.
  • Reworked player weapon damage values.

  • Fixed biker enemy type showing wrong damage indicator.
  • Fixed bullet decals being too big.
  • Fixed bullet decals facing the wrong way.
  • Fixed bullet impact sound not always playing when hitting a metallic material.
  • Fixed buttons in UI not lining up correctly.
  • Fixed camera speed being slower on event start.
  • Fixed characters having flickering shadows.
  • Fixed cinematic black bars in cutscenes not hiding gameplay UI.
  • Fixed civilian hit boxes being desynced from civilian model.
  • Fixed clients being able to see 'Change gamemode' lobbies.
  • Fixed emissive materials causing frame drops when close to the camera.
  • Fixed empty gun audio playing at the wrong times.
  • Fixed end of level scoreboards playing twice for clients.
  • Fixed enemies not correctly facing the player when getting into attack position.
  • Fixed enemies taking the same path to the player, causing a straight line of enemies.
  • Fixed enemy projectiles not firing in the correct direction.
  • Fixed incorrect collisions on some meshes.
  • Fixed incorrect roughness levels on some materials.
  • Fixed infinite loading screen.
  • Fixed level 2's boss showing red blood when shot on green blood mode.
  • Fixed level 3's boss animation not syncing correctly when playing with low fps.
  • Fixed menu camera not transitioning correctly from title to menu view.
  • Fixed missing LOD's on some meshes.
  • Fixed multiplayer lobby camera not setting correctly.
  • Fixed online leaderboards causing crash when Steam is offline.
  • Fixed pause menu breaking in co-op play.
  • Fixed player ammo counters being on the wrong side of the screen.
  • Fixed player footstep audio missing attenuation.
  • Fixed projectiles using the same texture.
  • Fixed screen resolution not saving/loading correctly.
  • Fixed Steam name not saving on first time load up.
  • Fixed video settings not saving/loading correctly.
  • Fixed water materials flickering.