D.U.S.T. cover
D.U.S.T. screenshot
Genre: Simulator

D.U.S.T.

Weekly Development Report #4

This week I've been working on modelling the Killhouse level, (which will be used for training/tutorial and for practicing). The level comprises of few rooms each with its own purpose (eg.pistol firing range). General structures and layouts for the level is done and I shall begin adding props and decals to liven up the place a bit.

If you are interested, check this screenshot out to see what the pistol range loks like. Its a quick in game screenshot I took during light placement but it should be enough to provide a sense of what it will look like.

Weekly Development Report #3

There isn't much to share this week since I've been mostly working on the Killhouse level model, but suffice to say that it is shaping up rather well. I expect to be able to showcase the level soon.

Also, I have mentioned this before, but I fear the compatability for older machines may get dropped (eg. Intel's integrated GPUs) as D.U.S.T.'s rendering path is getting revamped to a more modern solution. This shouldn't effect anyone, as long as you were not using integrated GPUs to run D.U.S.T. (which is far below minimum requirement). The upside, is that it will use modern graphics API and rendering power and should be able to bring better lighting.

Hope this helps!

EDIT: Next Weekly Development Report will be on the 28th.

Weekly Development Report #2

An offline training map, Killhouse, is in its works which will provide

1. Basic training (tutorial)
2. Timed clearing of targets
3. Ability to try all available weapons

I'd also like to explain how the class system will work. Please note that this is an ongoing matter. Class, (rifleman, sniper, medic etc) determines the equipment that can be carried. Rifle customization will not be affected by class. However, the amount ammo and relative movement speed, may be restricted to prevent overpowered load outs.

I expect to be able to showcase the build around mid October with above mentioned features. Exact dates will follow as soon as it is ready.

Thanks for reading :)

Weekly Development Report #1

After many feedbacks and re-consideration, the survival game mode will not be included. In fact, DUST will stay as a mil sim. I acknowledge that my experimental spirit got too overboard on this one.

Regardless, I am making additional adjustments to the game as well.

1. Infantry focused smaller map.
2. Improved bots
3. Class based infantry instead of customization
4. Micro control will be removed for equipments such as canteens and grenades.

I understand that there are countless ways to improve the game, but I would like to get 0.3 out as soon as possible at this stage, so I am announcing a clear guidline so that there are no confusions. Listed adjustments are things that I feel will improve the experience. (But feel free to comment)

I am also starting a "weekly dev report" to share and keep everyone updated, this post being the first one.

Tentative schedule and new game mode

Hi guys, I am proud to announce that I will be officially be back August 1st. I really appreciate everyone's support. I feel much better and is ready to dive head on :D

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I am announcing the new game mode - survival. And if the name of the game mode is not clear, I am talking about a game mode akin to that of Dayz, Rust, H1Z1 and so on.

If you are worried about D.U.S.T. changing its genre, don't worry, this is not the first time (D.U.S.T. was initially a free for all, then it became 3v3 then to what it is now), nor it will be its last. My primary focus is putting the current First Person interface in various game modes and see what works best. Afterall, D.U.S.T. is a long term project and will always go as far as it can to achieve that realism we all thrive for.

As for the choice of the new game mode, it was also advised by many players that the current feature sets were more "survival" than "military" (for example, drinking water) which made my decision a lot easier. The micro control aspect of the game was not working very well with those who wanted to focus on team play and vice versa.

Luckily, most of the code base is very flexible and the implementation, so far, has been a swift experience. In fact, I can finally enable features that did not make the list because it was too "survival" (hunger, for example). It also makes the game enjoyable even with a small player base.

The only downside of this decision is that we will be moving away from army vs army style eventually. And that may be a deal breaker to some players. I am aware that this was not apparent to many players and I apologize for that.

Personally, I am quite confident of this change and look forward on having a good time looting :D

ps. speak freely of what you think and let me know if you have any questions. While some questions can't be answered just yet, I would like to keep this transition as "transparent" as we can.

Development Taking A Honest Break. (Update)

For those who are aware of us, we are a two man team. Since last year, we've been working on D.U.S.T. day and night and have come very far with it. We've had great success and have had many people yearning at the potential that the game possesses. We've also been working on another project, Tavern Tycoon, which is a first person fantasy tavern management game that we've been working on even before D.U.S.T. saw its first light.

With these two projects on my table, I've been literally cutting my personal, and mostly my sleeping hours to keep up with the productivity. As a result, D.U.S.T. 0.3 (newly dubbed as beta) is moving forward at a fast pace, and Tavern Tycoon, almost ready for release.

The only downside, is my personal health, and the lack of updates that D.U.S.T. has been getting for the last few months.

For these reasons, I am officially taking a break from D.U.S.T. development during the month of June. With Tavern Tycoon almost ready, I should be able to grab a good 1 to 2 weeks of recovery time after its release. That means no computers, no electronics...and more sunshine...and no late night snacks :D

I also have to admit that pressure on my health is slowing draining my passion of developing games, a negative influence for any creative work I am laying my hands on. In another words, I have 0 mana, and need to recharge.

With all this under the hood, I hope that everyone can see the benefit of taking a break at this time. I really hope this break will be enough to bounce back and carry on. I sincerely apologize for this.

I wish you guys the best and see you in a month's time.

Stay frosty.

Update: I am adding a few lines to this announcement to share what exactly is going on.

Firstly, thank you so much for everyone for supporting me. It really helps when we get more support and encouragement than we deserve. Unfortunately, I haven't had my break yet as the release of Tavern Tycoon is dragging into the first week of July. I expect to be back mid/late July, so I apologize for extending my leave.

Also, we are a one man team now, (so just me :D, as our other member is currently focusing on academics - game development school) and will be lone gunning for some time.

Lastly, if anyone feels super mad about the current situation, I mean, if you are super mad...which I understand, then send me a pm. Honestly, there isn't much I can do to right now (title release in a week, and a medical leave after that...) but I would like to reward a copy of Tavern Tycoon in good faith.

Of course, try not to abuse it, as there is a physical limit to how many codes I can give out (click click click), so only pm me if you are super mad and need some sort of closure. I would buy you a beer if we were nearby, but I am under medical supervision, so scratch that XD

As for D.U.S.T., there are some major changes coming along - so stay frosty, and healthy.

Peter

Server Connection Issues

We are currently experiencing connection issues to master server. I am working on it and should be back up in a few hours. I will let everyone know as soon as it is ready.

I apologize for for inconvenience.

*Server issue resolved. Thanks!

Status Update

I am making this announcement to share a bit about the current patch status.

As many of you would know, I am busy working on the 0.3 patch. I am re-writing, re-modelling and re-everything right now - since this is a new patch cycle. Think of it as making a new game out of the old one :D

Whilst the patch's ETA was always unclear (it is done when it is done) I should be able to release screenshots/videos of the patch soon and probably have a soft release date made public As for how soon, is unclear, but we are talking about 1~2 months and not years so stay frosty.

If you feel the need to talk to me or any of our Community Staff, just holla.

PS. 0.2.9 is stil in making, but since I am trying to have minimal regression issues, I am finding it hard to justify a release when the content difference is negligible.

Status Update

I am making this announcement to share a bit about the current patch status.

As many of you would know, I am busy working on the 0.3 patch. I am re-writing, re-modelling and re-everything right now - since this is a new patch cycle. Think of it as making a new game out of the old one :D

Whilst the patch's ETA was always unclear (it is done when it is done) I should be able to release screenshots/videos of the patch soon and probably have a soft release date made public As for how soon, is unclear, but we are talking about 1~2 months and not years so stay frosty.

If you feel the need to talk to me or any of our Community Staff, just holla.

PS. 0.2.9 is stil in making, but since I am trying to have minimal regression issues, I am finding it hard to justify a release when the content difference is negligible.

Server Maintenance

Hi guys! Just wanted to let everyone know that we will be doing some server maintenance tonight. Per usual, it will be done within an hour. Also, we should be making some major announcements soon, so keep your eyes open!!!

Stay frosty!