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Rico
Mar28

Long time no see… Here’s what I’ve been doing during the break.

by Rico on March 28, 2013 at 3:25 am
Posted In: Dev Blogs, Rebirth, Uncategorized

So it’s been a while. Sorry about that!

I’ve been super focused on the game and trying to get work done every day after I get home from the day job. Little by little, the game is really starting to take shape.

There are some rather large systems I’ve been working on in the last few months, which really are hard to show to people since some of them are tweaks, others are complete re-writes (woe is me, I always have to fight temptation to re-work stuff when I feel something isn’t up to snuff). Things I’ve been working on like the camera system, horror… stuff, a lot of internal tools to allow the team to produce content so that we can start getting cranking on some more sorely needed content for the game.

Here’s a short list of the things I’ve been working on, cutting away the other less meaningful stuff to external folks:

  • Procedural Building generation – Some large improvements here.
  • Procedural Terrain generation – We can now create huge, seamless, procedurally generated terrains at a whim. My goal is to integrate these into the game so that when you start a new game you get a brand new world every time. Currently I’m generating the worlds in our editor, but my goal is to later build it into the game.
  • New Camera – It’s still very much a work in progress. This camera works a lot more smoothly, uses physics and has some more advanced capabilities like mouse smoothing, acceleration, post process effects, etc.
  • New enemies – We’ll show these guys soon. I’m still working on getting them ingame, I’d rather show them to you in video form :-)
  • New environments – You will see these, coupled with Procedural Building generation 2.0 next update probably. I’m SUPER excited to show you the work of our new artist, Braiden. It’s a marked improvement over some of our current indoor environments.
  • A Menu system – For the longest time, we have worked without menus of any kind. What I built is a little rudimentary since I find it hard to motivate myself to work on menus when there’s bigger stuff to work on, but this is all part of a push on my part to get a good vertical slice of the game ready this year for a potential alpha. When it’s done!
  • New abilities – The ability to throw rocks to distract enemies, for example.
  • New Events system – Allows us to create events using our editor, such as horror scares and such. A key component. It also allows me to randomize the chance of these events… muahahaha!

Today’s Juicy update

So I managed to pry myself away from work to show you guys some WIP shots of our procedural terrain generation. These terrains were created 100% procedurally, no artist touched them, it was all automated and created by a series of variables. Notice there are no buildings and such placed, that’s the next step!

The key importance here is really two-fold:

  1. It creates endless possibilities by allowing us to create endless amounts of randomized levels and terrain types, thus expanding replayability.
  2. It allows the artists to focus on creating 3d assets for the game. Our resources are few, time is limited, so this will be a huge time saver.

Without further ado, here are the shots. Enjoy!

Rebirth Procedural Terrain
Rebirth Procedural Terrain
Rebirth Procedural Terrain
Rebirth Procedural Terrain
Rebirth Procedural Terrain
Rebirth Procedural Terrain

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└ Tags: procedural, rebirth, terrain, updates
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Rico
Jan16

Back to work – I want your nightmares, so I can put them ingame.

by Rico on January 16, 2013 at 2:30 am
Posted In: Dev Blogs, Rebirth

Hey everyone,

Sorry for the long time between updates. Holidays and all tend to do that to development, specially when you’re on vacation. Anyways I’m back and working on Rebirth again for the past week. I’m working hard to get another dev diary’s worth of material ready again, this time I’m going to try my hardest to get you guys an inside look at some of the mechanics I’m building for horror. Right now I’m mostly building tools so level designers (me right now, heh) can create horror scenarios on their own without custom coding on my end.

The aim is create a nice little “horror house” that we can use to test-drive some of the horror elements in the game.

In the meantime here’s the real reason for this post.


I want to make your nightmares a reality.

I’m a jaded horror fan, it’s hard to scare myself. So I want to know what’s inside your twisted heads so I can put it ingame!

Tell me everything, monsters, scenarios, sounds, visuals… what scares you? Have movies to recommend? Inspiration? Websites to scare the living crap out of me?

Leave a comment, or put it on our forums!

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Rico
Dec19

Offline for 2 weeks :-(

by Rico on December 19, 2012 at 12:58 am
Posted In: Uncategorized

Hey everyone,

just wanted to let you know I will be away for two weeks (holidays and such) so updates will probably not start again until January.

Have a great two weeks, hope you all get great gifts and spend time with your family and friends!

Best Wishes,
Rico

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Rico
Dec08

Rebirth Dev Diary #1 Procedural Building Generation

by Rico on December 8, 2012 at 8:26 am
Posted In: Dead Man Walking Studios, Dev Blogs, Rebirth

Hey guys, here’s our first development diary covering procedural building generation for Rebirth.

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Rico
Nov30

Support Rebirth! Vote for us for Indie Game of the Year!

by Rico on November 30, 2012 at 2:37 pm
Posted In: Dead Man Walking Studios, Rebirth, Uncategorized


2012 Indie of the Year Awards via Indie DB

Hey everyone,

So I just got an email in my inbox this morning letting me know about the IndieDB indie game of the year contest.

Remember how I said we aren’t collecting money from folks, and that the best way to help us out is to spread the word? This is one of those times where a few seconds of your time would mean the world to us, and help Rebirth become a little more well-known so that we have more resources at our disposal.

If you like Rebirth and how I handle development by being open to the community,  please just take a few seconds to help us out!

I’m also going to be creating that video I promised you guys this weekend, I just got a new headset since my old one bit the dust, so now I can record a proper devblog about it. Just keep it mind if will probably be posted on the devblogs page to keep this announcement on the front page for now, but later I’ll move it to the front page as well.

Also keep posting on the forums! I’m looking forward to answering questions about the procedural building generation video soon :-)

 

 

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RSS Rebirth @ IndieDB

  • Long update - Procedural Terrain generation!
  • Rebirth Dev Diary #1 - Procedural Building Generation
  • Livestreaming at 5PM EST. Join me for a look at behind the scenes development!
  • Rebirth - PreAlpha trailer released! All gameplay footage!
  • Rebirth is in the Top 100 Games on Steam Greenlight!
  • Shiny new screenshots, and how Rebirth aims to scare your pants off!
  • Gameplay is King - My Design Philosophy
  • Rebirth: Art Update
  • Rebirth: Week 2 update
  • Hello World!

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