Geoff has a bunch of things to talk about this week, so I’m handing the keyboard over to him.
Here’s what’s coming up;
1) Watertower is basically done. We’re taking today to get some bugs tidied up and then it’s pretty good for me to use and create a bunch of new zones (mainly farms) for Build 15. You will see a lot more zone variety in Build 15.
Where do we plan to go with Watertower? Everywhere!
Well, more specifically — Steam Workshop. While Watertower is ready enough for me to use on Build 15, it’s a little bit harsh at times and you have no way to test your scenes you create without our internal tools. One of our goals over the next few months (taking a side-seat to furthering build development and the like) is to get Watertower working better and more user-friendly, getting a 3D view available for it so you can fly around your scene as you build it, and finally, get it so we can upload scenes to Steam Workshop from within the tool. Once we have that ready, we want to throw it at you.
We took someone (resident 3D artist Chaoss) who had never used the Watertower tool before and he created a zone. This is the result. This took him exactly 60 seconds to create in Watertower.
2) Steam Workshop support is just about ready.
Dec has begun creating a Steam Workshop Uploader tool for all of your juicy content. It’s mostly a fancy file and file manager uploader that will allow you to create, edit, and update your Workshop creations. This will all be available completey for free once Steam Workshop is released. While Workshop is not officially up, you can start to familiarize yourself with the plan by visiting the TDL Workshop Guide I have spent a few days getting ready. This is a WORK IN PROGRESS and is not final. If you want to get started on creating content, you are more than welcome to. Just keep in mind that Steam Workshop is not actually active yet, so this page is kind of coming at you from the future! Oooooh! Spooky! Because Halloween.
3) Build 15 is kicking my eyeballs in their collective butts.
Chaoss has spent a huge amount of time getting all of our buildings re-processed buildings ready for both Towns in Build 15 and Cities in Build 16. Buildings can now appear in Towns with 3 to 8 floors, and in Build 16, a whole lot more. The new look of office buildings makes them look… Well, like office buildings!
Along with some new HDR effects, some ‘frame interpolation’ (a fancy word for a very subtle motion blur) and a lot more furniture and props inside houses, we’re quite excited to bring you Build 15 in all its glory.
4) Props, Props, Props!
Since I hate paying people to make tiny props like toasters, microwaves, radios, televisions, and all those other “real world props” that you see in every realistic game, we’ve picked up some very large asset packs that we’re processing into the game over time. (We have about ~1000 “boring world stuff” 3D meshes sitting in the queue for processing right now to get dirty and ensure they match the style.) I’d like to take a moment to let 3D artists know that if they plan to create items for The Dead Linger — please create cool stuff. This came up on the forum the other day in a discussion.
If you really want to make a basic couch or a toaster, I won’t stop you, but we’re looking for content that breaks the mold and pushes the gameplay forward. Unique melee weapons, cool guns, fun vehicles, awesome buildings, and sweet clothing! If any 3D artists want to get content into The Dead Linger, please create awesome stuff! We’ll handle the boring ‘filler’ content with our highly efficient systems we have in place.
We are really looking forward to opening the door on Steam Workshop. We have seen some really great survivor creations already, and we’re hoping to provide you with some tools to really get them in front of us and allow others to vote and comment on them in the Workshop. Coming soon!
5) Speaking of coming soon… When is Build 15 coming out? What’s after that?
Build 15 is a very long build. It has been months. Many months. It’s a lot of content, and a lot of preparation. We are setting up every system, every content-creation pipeline, and every performance aspect of The Dead Linger for very rapid build releases. This is taking up the majority of our time. It’s like pressing all the startup buttons and switches for taking off in a helicopter. Gryo-stabilizers, check. Fuel pump, check. Helmet strapped on properly, check. Rotaty things rotating properly, check.
You can tell I’ve never actually flown a helicopter, but The Dead Linger is about to take off. Here’s some new stuff we have tightly scheduled into the next few builds. We aren’t kidding about the preparation we’re doing, and we are very confident in it. Likely all of this will happen before 2015 arrives.
- New zombies, of course! (Coming in 15)
- New Survivor player models, completely overhauled first person movement, hands/weapons, and camera system
- Openable cabinets and drawers to find loot in
- Improvements all around, especially to framerate and multiplayer.
- Steam Workshop Support with some tutorials on item-creation and proper tools to upload and manage your creations
- Watertower tool released to the public for free, so you can create zones in TDL! (or at least very close to ready)
- A bunch more wildlife (Rabbits coming in 15, Boars and other things coming soon!)
- Adding a HUD-based Visibility system, along with Zombie AI improvements to make it easier to be sneaky when you rightfully should
- A big sound overhaul — meatier sounding firearms, more sounds on things that should have them, stamina-based sounds
- Some new musical tracks
- Hostile NPCs, both vehicular (Sirens) and on-foot
- City zones with massive office buildings. Currently working with a modular floor system that will allow buildings to be any height. The ones in 16 will probably be about 30 floors, brimming with the undead and fully furnished interiors.
- Rain and storm weather
- New buildings and tons of world stuff, like sheds in yards and more stuff to do in forests
- Massive overhaul to the way the world is laid out. “Meta-Zones” wil lbe implemented to make populated areas or wilderness areas feel 100 times more realistic. Also a way better implementation of the road system to make sure you can travel the world via roads, like you can in real life.
- Road signs and town names
- Weight system for inventory items
- More weapons!
- PvP FFA mode (separate and optional from the Coop Survival mode)
- Quarantine walls (World Borders that the host can set to contain the action in a smaller area, if they so choose)
- Water & Boats
- Some secret stuff we don’t want to talk about yet!
You should see the first car added at the very start of 2015. Prepare yourselves.
We’re just going to leave Dane’s spooky sniper here.
That about covers everything this week.
Linger on, Survivors!