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NEW MAP, CHANGES, AND THE FUTURE | August 2024

INDTRODUCTION
I decided to update the game how I used to this month. This resulted in a few errors so I will probably not do that again. Errors like "Levels going to the wrong levels" after rearranging the main menu was not the goal lol.
Overall, I think the game feels nicer to play. It's a more "well-done" game now. My work over the last year has definitely paid off.
..so this is everything new, fixed, or changed this month.

At the end of the change list is a bit more to read for those interested in the development of the game.

NEW MAP
Grand Hall Compressed was added by accident haha. This is a great take on the make "Grand Hall", it is a new Horde level for people who own the Map Pack.

NEW STUFF AND CHANGES LIST
* Starting with Quad, every map has been updated to fix spawning issues.
* Fixed the Depth of various objects not complying with Flood Depth.
* Slime have been fixed, (you know what I mean)
* Changed the visual effect for blood over buy stations.
* The Cursor is now green.
* Added Mouse Assist for fun. Also changes the mouse back to white when off (on by default)
* Fixed an issue with "Auto Aim" was not being saved.
* The mouse now is at the angle of your aim. Not that this was overlooked, it just looks better now.
* Hedge has had it's secret achievement fixed.
* Big Bois now have a death body. (Oversight)
* Flood speeds have been changed. Both Horde and Round based modes have better speed progression.
* Removed the stupid puzzle from Introdux because it was obnoxious.
* Changed the Absorber Noise.
* "Grand Hall" Map has had slight alterations.
* Fixed a spawn issue with Bombers that kills FPS.
* Potentially fixed an issue with over-spawning of Bombers which also killed FPS.
* Changed Money Colors.
* Changed the Drops of ALL enemies.
* Fixed Hedge scores not uploading!
* Fixed enemy-kill border for outside of the map on every level.
* Added a new Horde map that will also be a round map. It's just Grand Hall, but changed up because I was testing it to fix some stuff while fixing all maps for various reasons and thought it would be more fun if it was smaller. This is a DEAD+ map like all future maps will be. DEAD+ is $1 as it has been. Someone told me it was a good idea to change it to $5 because it will make it look "more credible".
* Updated the way music is done.
* The level menu has been rearranged to better suit the majority of players who probably like Horde mode more than Round levels. I also did this because the round based levels aren't even really done and I was tired of being taunted by the fact that I've had these levels out for 8 months and I couldn't get much done with them.
* Added "Stats" to the bottom of the options/esc menu.
* Changed "off" options color.
* Optimized the "Bomber" enemy a bit.
* Added a small art detail to the "Bomber" enemy where when they get close to instant-kill you they get "lower".
* Bombers now speed up to fuck up your shit.
* Potentially fixed shotguns interacting with explosions.
* Blue Flood Health has been altered to not be 1 shot kills with base level weapons.
* Removed the "Box" black border (looks cleaner ngl).
* Slater: Fixed the Blockade from crashing your game.
* Slater: Wrote the story for Slater and the basis for subsequent levels.
* Changed the coloring of some enemies.
* Fixed some exploits with Grand Hall (you sneaky sneaks).
* Added some hedges to Box.
* It is now more obvious what you need to do on Hedge.
* Fixed a ease-of-use issue when using a controller to buy items.
* The hitbox of "Health" is now bigger to easily buy-and-go.
* Fixed "Lava" over-hurting enemies and causing lag holds.





Why I do any of this
I make this game for the challenge. I think it is fun to work on. I believe in the community, however small, and I like making the game for those people.

Personal
I hope y'all are alright, I know I sure ain't.

DEADs Future
I have tried for a very long time to get other people on the project to help me with things like music, or advanced programming concepts I simply do not understand/do not have time to understand. This effort has just not worked out in my favor. I have a friend of mine who helps occasionally but he, as I, do not have the time.

I may try and fix performance issues with the game by removing features like "co-op" by changing co-op to all be on one screen, removing it all-together, or having it be a separate but equal build similar to how there is a "Bedrock" and "Java" version of Minecraft. I may also make a standalone camera that is just better in singleplayer and keep the poopmess that is the co-op camera for co-op.

I am actively disappointed in the round based mode of the game. I may remove the mode for a month at some point when I get the chance and re-do every level. I think I have mentioned this before. This would also come with a revamp to how the round-based mode is done, and new music.
The music part of getting someone to do it is such a painful experience as a lot of "musicians" are using a.i., are sad about a.i. and therefor lazy because they think it'll take their job (but that thinking will make it take the job), or they want to charge me 1000 dollars per track (I cannot afford that). Hopefully, one day, I will meet another musician that will do the tracks for a reasonable price. I am unsure why people think I have 1000 dollars. I would use FMA, or even find a licensed track I can buy but I prefer music made for this game rather than random music made for no reason.

Recently I have been playing Quake. I have never played Quake before because when I first was learning about the series when I was younger the only way to play was in a poor state, and over time I didn't care to play it.
In 2020 a ?remake? was put out on Steam, so I've been playing that with the recent Quake-Con sale that happened. It is a bit inspiring.
Why I mention this is because I, for a long time, have been trying to think of ways to make the round based levels stand out in their puzzle design but the only puzzle games I've ever really enjoyed were Mario, and LittleBigPlanet. Two Side-Scroller games that have puzzles that do not exactly apply to a top-down game.
The way that puzzles are done in Quake are very cool.
Doom is terrible btw, just throwing that out there again, sucky mf game. Duke Nukem is better (another game i've been playing and being inspired by).

I am wondering how to get the community more involved in the game. I want more discussions to take place in the Steam Discussions tab. No idea how prompt that.

Map Pack Rename and what even am I doing with it.
This Month, I renamed DEAD+ to "Map Pack" on the Steam Store pages DLC section.
The reason I did this is now unknown because I did it pretty early in the month with no write-up on why, and then a bunch of personal life stuff happened so... yeah. It's renamed for no known reason. Let me know how you feel about it.

I am thinking I may go further and either remove it and making all levels free, or having all Horde Levels Free, while removing the round based levels until I can remaster them with the new format I want to do and having the DLC be buying the round based mode for 5 dollars. (Obviously everyone who already bought DEAD+/Map Pack would not be charged as it would be under the same DLC)



Thank you for reading, if you thought this was a decent enough read please react to the post.

I have no idea what I am doing :)

NEW MAP, AND MONTHLY UPDATE

JULY


The Slater Map has been added in a test phase. You must have DEAD+. This is the first round based map added to the game for DEAD+. It represents what round based maps will go towards and be replaced by. It is not complete, do not expect complete for another month (life + gigastructure). If anyone has a theme idea for the map let me know, I am thinking lone farmer.


Additional New Stuff and Changes
* I fixed the weird animation bug with enemy legs.
* Hedge has had visual bugs fixed.
* Hedge Weapon Upgrade area has been modified.
* Hedge Flood and Bomber Spawns have been modified.
* Studio intensive lag has now been fixed. There are thousands of spike traps and none of them were being disabled out of range.
* Studio Space Suits on Flood were not proper. This has been fixed.
* Finally fixed the main menu mouse being hidden. This was not fixed both from laziness, but primarily it made sense to me to have it hide behind the images. I should have changed this sooner.
* Fixed the inability to click the big level images on the main menu for DEAD+.
* Fixed the inability to click the individual level images for DEAD+ (Dumb)
* Fixed the wrong mouse displaying under DEAD+ menus. (Ugh)
* Fixed Dead+ Levels under "Horde" going to an Empty Room when clicking he big button.
* Horde Levels have been rearranged to better suit an "order" to levels.
* Opera and OperaGX is still evil. I urge you not to download these softwares onto your computer. A browser based on the idea that it is "for gamers" shouldn't be a sell you buy. It's just RGB.
* Levels in the round based mode now require you to actually unlock them.
* Slater Map for those who own DEAD+. It is the first round-based map. It is a prototype.



DEADs Future
Again, the levels that are coming are coming slow due to my new schedule, and my focus on gigastructure. DEAD, as continued to be promised, will continue to live on so... do not worry.

I still have no word on new music for this game. I want to get more Quake 1999 type music in the game.

I have had 3 random people, with 1 promising person, message me about doing more with this game in the last month.. so that's nice.

The overhaul of the round based levels will come. I think it will be neat to do but it will literally change how all of the current round based levels work. It will be cool, but new.



Gigastructure
For 5 years I've been working on the idea of GIGASTRUCTURE. Conceptually, it has always been on my mind. With various prototypes, I, and others I recruit towards the project are working towards a final mvp to be pushed as an Alpha to grow on Steam, and eventually Xbox, PSX, and Phone devices.

A new few new screenshots can be seen below.


Depending on when you read this, there should be an additional announcement of a Steam Playtest access application. I strongly want to note that it is not a game yet, it is "open application, break said application, tell me what you hate about said application in the discussions, close said application". I am opinion fishing to make sure the game is nice and fun to be clear.

To clarify the plan for launch: This is pre-alpha play-testing. Once the Alpha MVP is met, there will be a publish to Steam by my birthday. From launch, we will be going from Alpha in EA for about a year, and then developing with a schedule.

From End of June to End of July, there have been minimally 21 pushes on Github for various features, visuals, and fixes to make sure the game feels nice.

The more I type the word GIGASTRUCTURE the more 50/50 I am on the name, the problem lies within what it represents and how accurate the word is.



Personally
I tried DOOM 1 and DOOM 2 recently after years of not. These games are incredibly easy, and low-key boring/cringey. I always loved the core idea of DOOM, but it's really nothing. Quake is better. Duke Nukem is far better than DOOM could ever be. You do need to acknowledge the "first" in DOOM, but it's still not great.



Steam
Please give the post a like so it will show up somewhere.

If anyone out there knows #GameMaker (the thing this is made in) and is a fan of this game and wants to work on stuff with me, hmu.

Screenshot 1

6/28/2024 June Update

INTRODUCTION
My life has been wild the last month, but you do not care about that so here is some stuff I did rq:

NEW STUFF AND CHANGES
(Fun note, this list is basically what is added in it's order)
*Github said 300+ so, I probably did other stuff.
*The Main menu background has been changed once again, but I think my monitor is dimming so I dont think I actually know if it looks good anymore.
*I added a new secret achievement that took less than 2 minutes to add.
*I've changed the main menu lobby and quit button color
*The DEAD+ levels for horde had bad images due to an oversight, it is now fixed.
*GameMaker is terrible in terms of support, Opera is evil and was malware (if not still is). Anyways, they messed up my animations so maybe it's fixed maybe it's not but GameMaker is going downhill.


NOTES
I have no idea why the studio level is so slow. I blame the engine. I haven't changed it in years and it's all of a sudden the slowest map.

FUTURE PLAN UPDATE
if you have been reading these for a while, gigastructure, my sandbox survival game that I have been dealing with delays for years is finally at a place where it will come out on Steam.
The plan is to roll things out slowly, as it from 0, to keep the game updates going, and to let people play while we make it because we will be doing some dramatic things I think will be dope.
I think there also might be potential for a multiplayer addition to this game later this year, or early next year once we have a few months of gigastructure out... or we need a break.

The levels that are coming are coming slow due to my new schedule, and my focus on gigastructure. DEAD, as continued to be promised, will continue to live on so... do not worry.

I still have no word on new music. L.

The overhaul of the round based levels will come.

Anyways, have a great day.

Please give the post a like so it will show up somewhere.

If anyone out there knows #GameMaker (the thing this is made in) and is a fan of this game and wants to work on stuff with me, hmu.



Here is a crappy image that hints at how to do the newest achievement

5/26/2024 Ash Update

INTRODUCTION
I changed the level ASH to look kinda cool, and fixed some other stuff over a long period. I have not been with it lately in terms of having time to mess with this project, or really drive to do anything. It's been busy.

CHANGES
a few changes, fixes, and additions to the game that you will notice:
(Fun note, this list is basically what is added in it's order)
*removed round based scoring in infinite mode... some of it. It looks cool sometimes so I left the coolness? Maybe it's just a mess, let me know.
*fixed enemies not spawning, or too many/fix enemies spawning in infinite mode
*removed line of code that changes the music (because it stops all sounds) from the controller option.
*door buys now display around the closest character
*some other small fixes i forgot.
*I changed some things with the 3D positioning to speed up performance, notibly 1 variable, and a removable of a line of code.
*I then sped up the machine gun fire speed.
*The Ash Level has been updated to resemble Ash instead of Snow.
*A bullet bug has been fixed, thank you "dr*gs_good" for the bug report.
*You now auto-reload on infinite levels. Seemed to make sense.
*Test level is available for those with a mouse as you must click it. It is for testing for myself only.
*The FPS counter was removed as it was a debug thing.

FUTURE PLANS
Game is still going to have more fixes, changes, etc. minimally for this year, so don't be upset. I am currently trying to find someone to do the round based music as the guy who originally made the music for the infinite based modes I am not in contact with anymore.

There will be more levels coming out. I have a fun idea for one that is using lighting, and another using Spikes as they are underutilized in the entire game. The lighting map focused map will come with what I will describe next.

I want to vastly improve the round based levels. I only started messing with them in december (yes 6 months ago), and actually focused on improving them like 3 months ago. I've been very busy. What I want to do is something similar to cod zombies where the a.i. takes apart a wall. This has a lot of potential to be expanded greatly.

I feel that the infinite mode I have made is good enough as it is. I originally made it in 2020/2019.

There will be a focus on other games. I haven't made a new public game in a while despite making a few prototypes (fighting game, various survival games, virtual board games, etc.). I would probably focus on this more if it effected more people. Additionally, Valve has made a few things clear to me so I am sort of forced to work on other projects.



Anyways, have a great day.

Please give the post a like so it will show up somewhere.

If anyone out there knows GameMaker (the thing this is made in) and is a fan of this game and wants to work on stuff with me, hmu.