Deadburg PC Update – August

Hello Folks,

We’re getting closer and closer to have a test build ready.  Here’s some of what I’ve been working on this month.

Character Models In Game

So last update I talked about the new character models.  This month was about getting them in game.  I wasn’t able to complete that process entirely, but we do have them rendering in game with the appropriate shadows/coloring.  The last issue to resolve is to get them animating properly per player input.  I was hoping to have this done already, but I’ve hit a snag with the system I’m using (Mixamo) that’s preventing me from getting all of the test animations I need.  Hopefully the issue will be resolved and I can get them in soon.  Note these will be test animations only, they will not be final.

In the screenshot below you can see one of the characters in game.

Steam Multiplayer Working

So the above screenshot was made possible by having two players in the same game via Steam’s matchmaking service.  This is an item that’s been in the works for a while, with bits and pieces being done.   This month I was finally able to put it all together.  It’s based on Steam’s P2P network layer, so it should be able to deal with routers and related issues without having to open up specific ports.  The goal is to replace this with a full Server/Client implementation at some point during Early Access.

Female Models

I got a question last update about female characters in Deadburg.  The work done on specing the models was done with female models in mind.  I’m not sure if all of the final animations/models for female characters will be done at the same time as male characters, but it’s something I’m working to include.  The closed test may not have a female model initially for example.  Here’s a shot of the female test model.  Again none of the current models/animations are final.

Crash Reporting

So I’ve mentioned this in the past, but wanted to circle back now that it’s implemented in the game and working.  Basically if the game crashes you should see a pop-up like below.  This will give you the option to send us information about the error.  It also includes some basic information about your system, like your CPU, GPU, RAM, and OS information.  It does not send any personal information or information that could be used to identify you or your PC.  You do not need to send this information if you don’t want to, you can simply exit out of the reporter.  The process of sending the information does not require your e-mail or any account.

Closed Testing Update

There are two “big” items in the way of the closed tests starting.  The first is getting all of the test animations in for the player character.  I know the Mixamo folks are working on the issue, but they haven’t provided a specific ETA.  The other issue is that there’s a good chance I’ll be moving here shortly, and if so I’ll probably want to get that done before starting testing.  So I don’t have to go dark for a few weeks during the move.  My goal is that the September update is announcing a date for the start of closed testing.

The closed test will be mostly open to any current fans of Deadburg.  There will be information here along with the various social media accounts.  And if you joined the mailing list you’ll get an update there.  It will be a closed test in that you will need a code from me to join, but as stated, everyone who wants one should get one.

I’ve been asked about the requirements for the closed test.  I’ve not finalized them at this point, but generally it should be fairly simple.

  • A Windows PC with a Dedicated GPU (Integrated GPUs may work, but I don’t have a test machine with them, you’ll still be able to participate in the test)
  • A Steam account with the Steam client installed.  This is how the test builds will be distributed.

6 thoughts on “Deadburg PC Update – August”

  1. Are there going to be any updates to Xbox 360 anymore because I have become really addicted to your game and it is just missing some more items to keep it from getting boring.

    1. Unfortunately no, Microsoft closed down the system I used for pushing updates last year. So the Xbox 360 version will not be receiving any further updates/patches.

  2. Wow you have done a really good amount in the past month! I know you have a animation test problem but how detailed is the animation going to be and where will the animations be triggered? (for ex. firing your gun will give you some recoil and it should also show up on other people screen that your arms have slightly moved with the gun). Also the hit animations for the zombies would be more responsive to the player. (for ex. if the player shoots the zombie in its left shoulder, the left shoulder should slightly move to the trajectory of the bullet). Since Deadburg is in early development stages, I would consider this to the development if the game gets larger and more polished. For right now I am really excited on what you have to show us in the closed build and will like to see what you can take from the tested feedback. I hope that Mixamo did solve the problem for your test animations, so development could be on track.

    1. So the goal for animations is that whenever you see movement everyone else should too. If you’re firing a gun they should see you firing it. The animation probably won’t be an exact match, but they should be fairly close.

      I would like to add some rag doll effects so killing zombies it a bit more interesting. I’m not sure when/if that will make it into the game as it would require me to replace the existing physics system. That’s something I’d like to do for other reasons (Like supporting vehicles) but I’m not 100% on it, as it would be a fairly large work item.

      The Mixamo folks seem to have fixed the issue. I’ll probably be working on the animations next week to get them ready for testing.

      1. In all honesty I think the physics system needs a rework if possible because like what you said if you were going to add vehicles and better physics just add it in first before adding in anything else. I felt like Deadburg’s physics was floaty and heavyish so it kinda felt like if you were on a different planet. For vehicles what were you thinking of adding? Like in my opinion if you were going to add a small survival mode you should add small scarcity of 2 seated vehicles or motorcyles and if you were going to have a bigger server try adding in an average truck. Just make sure the vehicles could perfectly drive with space on the roads because players hate having vehicles that can’t fit through most roads. And if you could run over zombies with vehicles and use their ragdoll physics that would be a really good idea. (sorry for the delayed response, is the progress on the game still steady?)

        1. I don’t have detailed plans for vehicles at the moment. I did want to include some level of customization to them and then possibly some kind of maintenance/wear. The challenge is replacing the physics and then dealing with the blocky nature of the game atm. The sidewalks are a half block up from the streets, but that’s roughly 1.5 feet, which would be more than most vehicles could handle. In any case it’s a large work item.

          Progress is still being made, I should be posting an update at the end of the week.

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