Hey, just a quick "update". Fixed the ability to... well play the beta and now you can if you didn't know how to fix it already. I changed the speed of enemies spawning. Let me know if it is a fair/fun speed. Yes, enemies stop spawning at a certain point. Why? Because I testing if this is a good speed for spawning. It if it is I can keep going... if it's not then I can potentially make it faster.
DEAD 2 Test Branch
dead2iscominginoctober ...is the password to play.
Expect to die a lot, potentially find a lot of bugs and be able to have full controller support and mouse/keyboard support.
To play do this:
(Main menu works very with keyboard and mouse... unlike dead 1 lmao)
DEAD 2 Beta Testing Announcement
Previously I showed off this about a year ago:
but now something is actually being done with it.
DEAD 2 will be releasing at some point later this year. Currently I am opening the availability to play in set beta/tech tests that I will be privately hosting to gain feedback that I otherwise would not be able to see for myself. Below is a video of the current look of DEAD 2. To be able to join in on Beta Tests you must add me on Discord georgehennen#8969 so you can be invited to a private discord group for various Keys and Beta testing release windows.
Various Community Questions
Hey there, this should be a simply post. I am asking questions.
Dead 2 (Another free game) is being created. I am pretty much ignoring dread because it's too large, and costly and would take to long if I were to do it alone or multiple people were to do it for free on their own time. 1. What do you want improved from Dead 1 in Dead 2 (fixes, additions, removals). 2. How many maps should there be? 3. Should there be DLC (if so what is in it, what is the point?)
Dead 2 will also have online multiplayer to it. So, even though it's free, something will be paid in it and i don't know what would be appropriate. I need some ideas. I am only making this game because a few people have messaged me asking for there to be a second game and it's still sort of popular.
The reason more updates havn't come to this game is because the menu system is not easy to add to, and the actual game itself is too taxing when it comes to AI and the AI doesn't work very well. It's still fun just buggy.
Someone also said I should crowdfund something. That's an idea.
The next game
Hello,
Over the last 2 months we have been creating a new game, DREAD, last month you saw a GIF of a prototype for it showcasing new things like bullet casings dropping, smaller bullets, and more detailed environments (the ground looks nicer). Below is that GIF again:
I personally wanted to give another update to what has been going on, even though not as flashy as the GIF above it should give you a lot of info on how the game will play. Dread is the sequel to DEAD. It will explore a lot of the world as well as be a multiplayer, online, pvp/pve game. We currently have around 8 people working on the game and our current price point is undecided either being free with paid content or 10 dollars flat out (Regardless it will need paid something to support it staying online). We are creating it as a collaborative project though we are looking for publishers, or/and direct funding so we can get it done a lot sooner and make it a lot more public and have a proper advertising campaign besides this game, which was a test to see how well a free game would do in a niche market.
DREAD is currently looking to be online-only but we are thinking to do singleplayer. The reason our first thought is to not do singleplayer is because it wouldn't make very much since because of how we are planing to do our inventory system which will be along the lines of something like Diablo, Unturned, or a more modern example like Escape from Tarkov. We know people don't have online abilities and steady internet so we are trying to keep it simple as DEAD is when it comes to data but using Godot instead of GameMaker 2. GameMaker 2s biggest problems were path-finding takes up far too much CPU and barely works to where similar games like Hotline Miami usually only have 1-10 enemies on screen for stability reasons. Godot does not have these problems and is an open-source engine giving a far better community and easier to get support for when we have problems unlike GameMaker which is a private company constantly changing owners and gets very little proper support and help from others without paying large sums of money. I will never use GameMaker for another project again.
Dread will be the second game in this series. Below is an of one of the smaller maps in the game and has a lot of descriptors on it. This is an image of the current thought process when it comes to creating new maps. (a link to an imgur post where you can click or download the image to have a better look: https://imgur.com/gallery/hUXZazz) We want to make sure the maps are easier to travel while having obvious blockades like vents that you need to unscrew to get into, office doors that are locked and require a key or the need to use explosives. We also want to make sure there is a proper amount of obvious lore like the three mutilated bodies and floors painted in blood. Other thoughts would include making sure it feels like it is lived in with desks not all looking the same, large office rooms with wires strewn about with cables, and papers where papers go.
Here is a link: https://discord.gg/G5uRZzQYXH : to our discord. Currently, we have been slowly stockpiling people to grow the community though we are not posting very much publicly there as there isn't much to show besides back-end stuff. We plan on posting more content in there as well as here. it is much easier to respond to any questions there.