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TIGSource ForumsCommunityDevLogsDead Pixels II : Straight to Video [NEW DEMO 16/06/20]
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Author Topic: Dead Pixels II : Straight to Video [NEW DEMO 16/06/20]  (Read 1413 times)
CSR-Studios
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« on: June 27, 2017, 09:48:34 AM »


[NEW DEMO 16/06/20]
------------------------------------------------------------
New demo on stam as part of the Steam Games festival.
Windows, Linux and OSX builds are available.
https://store.steampowered.com/app/259000/Dead_Pixels_II/

------------------------------------------------------------


Plot
In 1983 the city of New Hexington was destroyed after a chemical spill caused the dead to come back to life. By 1987 the whole of America had succumbed to the T.O.X.I.N. virus.
Welcome to 1991.

Introduction
Dead Pixels II is a side scrolling, randomly generated shooter, with RPG elements, 1-4 player co-op, a VHS filter and a whole city full of shambling corpses.

Platforms
PC, OSX and Linux.

Demo
There is a 2018 demo on Itch.io

Screenshots






Links
Website
Steam page
Discord
Twitter




« Last Edit: June 17, 2020, 08:41:09 AM by CSR-Studios » Logged

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« Reply #1 on: November 23, 2019, 03:47:40 AM »

I'm trying to get back into the habit of posting about the game in more places.
I've updated the first post and hope to post here more often.


I wanted to experiment with things that block view but not light. I think it looks and works really well.
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« Reply #2 on: November 27, 2019, 09:23:11 PM »

Ive really enjoyed the game so far, the art is fantastic , the visual effects WOW, i especially love the X over the door so i know ive been in there, you even put in the effort to have quality of life things. Gameplay feels pretty tight. One thing that i noticed is that the zombies try to walk towards you even if there is a structer in there way, one thing you could add is a sort of pathfind JUST around obstructions in the game so they can glide around it in stead of trying to move through it, other than that i had fun playing it.
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« Reply #3 on: November 28, 2019, 06:28:36 AM »

Thanks.

Some zombies use path finding already.



There are a few different behaviors for the zombies.
On one end are the stupid ones that will walk into things and not go round, and on the other end are the ones that will go the quickest way to the player, going round any obstacles.

It means groups will split up based on intelligence and generally the most dangerous ones know how to find you.
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« Reply #4 on: November 28, 2019, 06:55:30 AM »

It means groups will split up based on intelligence and generally the most dangerous ones know how to find you.

Sounds like a good mix!  And like you say, it will lead to grouping based on which navigation is used, which could be cool.  Another interesting mix of the 2 navigation options might be to have some "dumb" ones pick a leader (a "smart" path-finding zombie) to navigate toward when they aren't in close range of the player.
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« Reply #5 on: November 28, 2019, 07:13:18 AM »

Pacman does it with the ghosts. They each have a different pathfinding system.

Also in multiplayer, some zombies have a different system for which player to go for. Most will just go for the nearest but some might go for the most injured or slowest.

Quote
Another interesting mix of the 2 navigation options might be to have some "dumb" ones pick a leader (a "smart" path-finding zombie) to navigate toward when they aren't in close range of the player.

I considered this for smaller enemies, but I think that this point it has been cut for time.
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« Reply #6 on: April 30, 2020, 04:07:13 PM »



Been doing some more playing with lighting including animated lights.
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« Reply #7 on: May 01, 2020, 03:51:29 AM »



I've done some experimenting with ragdolling dead enemies.

It's still nor perfect and would require more work to get it right.

I feel it could be worth it though because
1) It would be quicker to add an enemy to this system than to hand draw art of them dying
2) It allows variety in the deaths.
3) It feels good to see them ragdoll.
 
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« Reply #8 on: May 01, 2020, 06:20:16 AM »



I've done some experimenting with ragdolling dead enemies.
[...]

I feel it could be worth it though [...]
 

Yeah it's a nice feature. I was born in the 90ies so the retro vibe don't appeal to me but the general look and feel of what I ca nsee here is cool =]
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« Reply #9 on: May 01, 2020, 09:13:00 PM »

This is looking extremely good! Great work thus far!
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« Reply #10 on: June 17, 2020, 08:27:35 AM »

The ragdolls have now be implemented.
They just make things more fun. there is a chance of limbs being knocked off or being more damaged to add variety



The system is also flexible enough that it works with nearly all enemies in the game.
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