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TIGSource ForumsCommunityDevLogs[GREENLIT] Double Death | Moddable Zombie Beat'em Up
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Author Topic: [GREENLIT] Double Death | Moddable Zombie Beat'em Up  (Read 49313 times)
MrBones
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« on: August 20, 2013, 04:37:12 PM »






PREPARE FOR MAXIMUM CHEESE

Because single is too little



Game Overview
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, as you'll come across some crazy mod synergies. 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.

Default Gamemodes
Classic
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.
Endless
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.
Infection
Arena style mode where players can actually play as the zombies as well as the survivors, and try to kill each other. Multiplayer only.
Arcade
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.

Default Maps
East Side
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.
Downtown
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.
Sunken
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.
Grindhouse
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.
Nuclear
An abandoned nuclear plant. Multi-level map with one large easter egg with a very insane "reward". Also contains a few secrets.
NightFall
A large jungle filled with zombies, among other things.
Refuge
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.
Ruined
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
Custom content can be made for the following:
-Guns/Gun Mods
-Zombies
-Maps
-Gamemodes

Character Art
The default characters, without any equipped skins or items. (Walking Animation)


The Zombies
Two styles of the common zombie.


The Special Zombies







Some More Screenshots and Such
Some Weapon Mods Being Tested


The Trader Screen

Misc


Weapons

Shotgun



AK47



Axe



Dual Pistols



Minigun



Combat Knife



Pistol



Riot Shield



Sniper Rifle



Style and Stuff
Double Death has visuals which resemble old beat'em ups, and plays exactly how you would expect a side scrolling beat'em up game would play, except with loads o zombies and tons of weapons. The game can be played in multiplayer, single player, or co-op.


Mockups, Screenshots, Previews
Basic Visual Mockup

In-Game Movement


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« Last Edit: February 25, 2016, 05:21:40 PM by Bonesy » Logged
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« Reply #1 on: August 20, 2013, 05:24:40 PM »

Could be neat. What game would you compare the basic gameplay to? Is it a beat 'em up? Shooter? Both?
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MrBones
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« Reply #2 on: August 20, 2013, 05:32:20 PM »

I'd say it's a really a sidescrolling shooter with visuals that resemble a beat'em up, if that makes any sense.

If I had to compare it to another game, I'd call it a 2D version of killing floor but with a lot more on screen chaos and more customization.
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« Reply #3 on: August 20, 2013, 06:05:02 PM »

Cool.
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« Reply #4 on: August 20, 2013, 11:12:46 PM »

That is looking sweet. I can imagine the gameplay, if I am correct the aim is somewhere double dragon with guns? Could work nicely.
Good luck!  Gentleman
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MrBones
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« Reply #5 on: August 20, 2013, 11:15:19 PM »

That is looking sweet. I can imagine the gameplay, if I am correct the aim is somewhere double dragon with guns? Could work nicely.

Yep yep! Was it the name that gave it away?  Wink

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DantronLesotho
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« Reply #6 on: August 21, 2013, 03:14:43 AM »

Looks good! Will keep an eye on this one.
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« Reply #7 on: August 21, 2013, 09:26:54 AM »

2D killing floor? Sold. How sparse do you envision ammo to be?
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MrBones
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« Reply #8 on: August 21, 2013, 09:55:31 AM »

2D killing floor? Sold. How sparse do you envision ammo to be?

For the most part it depends on the gun, but there's random ammo drops just like in Killing Floor.
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karlozalb
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« Reply #9 on: August 21, 2013, 12:00:09 PM »

yeah! you keeped "Double Death" as name :D
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MrBones
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« Reply #10 on: August 21, 2013, 04:47:35 PM »

Devlog Update - 8/21
-Reworked Solo game selection GUI
-smoothed out menu animations
-started reworking client/server connection
-started reworking AI for common zombies
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dhontecillas
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« Reply #11 on: August 21, 2013, 04:59:44 PM »

I'm a little bit tired of zombie games, but I must admit that the look of the screenshot catched my attention. And after reading that is going to be a "double-dragon-style" game, with guns, and so one.. I decided that I want to play it Smiley  . So, this is my post to follow the devlog.
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MrBones
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« Reply #12 on: August 22, 2013, 08:55:39 AM »

Devlog Update - 8/22
-Fixed UI Animations, now a lot more fluid
-Added Additional Options to Options Menu
-Started Defining Global Variables for usage on custom games/modes
-Starting the initial mapping for two of the release maps
-Continud Working on Code for "Classic" game mode

Known Bugs - 8/22
-Resolution Scaling not working properly, quality loss and aspect ratios not retained
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MrBones
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« Reply #13 on: August 22, 2013, 04:34:56 PM »



WIP Prototype interface preview.
Suggestions & Criticism Welcome.
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rundown
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« Reply #14 on: August 22, 2013, 04:42:20 PM »

looks great for portable devices!
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MrBones
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« Reply #15 on: August 22, 2013, 04:52:59 PM »

looks great for portable devices!

Well the UI is supposed to resemble that of a PDA, so I guess I accomplished that.
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MrBones
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« Reply #16 on: August 23, 2013, 09:24:18 AM »

Devlog Update - 8/23
-Started Fixing Resolution Bug
-Updated support for global item database and gamemode/custom map local database
-Portrait Display and In Game display of character wearing equipped items now works
-More Options added to solo game creation and multiplayer game sorting
-Started work on Server Listing

Known Bugs - 8/23
-Resolution Scaling not working properly, quality loss and aspect ratios not retained
-Some items clip with player sprites
-Portrait sometimes shows up blank

Notes - 8/23
-More Screens + Mockups coming soon!
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MrBones
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« Reply #17 on: August 24, 2013, 11:00:15 AM »

Devlog Update - 8/24
-Finished Classic Gamemode, Started Support for Endless Gamemode
-Started defining all global tags for custom + internal content

Known Bugs - 8/24
-Resolution Scaling not working properly, quality loss and aspect ratios not retained
-Some items clip with player sprites
-Portrait sometimes shows up blank

Notes - 8/24
-Huge update to OP coming within the next two weeks.
« Last Edit: August 27, 2013, 03:25:02 PM by MrBones » Logged
MrBones
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« Reply #18 on: August 25, 2013, 09:16:49 AM »

Devlog Update - 8/25
-Finished Endless Gamemode
-Added support for custom zombies & guns

Known Bugs - 8/25
-Resolution Scaling not working properly, quality loss and aspect ratios not retained
-Some items clip with player sprites
-Portrait sometimes shows up blank
-Certain globals do not work when declared for Custom modes

Notes - 8/25
-Huge update to OP coming within the next two weeks.
« Last Edit: August 27, 2013, 03:25:11 PM by MrBones » Logged
MrBones
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« Reply #19 on: August 27, 2013, 03:27:01 PM »

Devlog Update - 8/27
-Bug Fixes
-Worked on AI for Common Zombies
-Started Work on "Uncommon" Zombies, otherwise known as the special ones that do stuff
-Menu Smoothing + Colors being updated

Known Bugs - 8/27
-Resolution Scaling not working properly, quality loss and aspect ratios not retained
-Some items clip with player sprites

Notes - 8/27
-Huge update to OP coming within the next two weeks.
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