I hope this is level based and not arena type levels like dead trigger. Is there a story mode? Any insight would be great. And I must say that the game looks amazing. Great job!!
So if this App wrecks shop and brings in the motherload, there'll be multiplayer? Sweet. Five-Secen dollars for something like that. Maybe 3 dollars first week launch. Something like that.
No, I want to pay 7 bucks to 10 bucks for this and never need to spend a dollar again. No iap and if it's a good game I'll pay the full price.
MadFinger is great team, they are doing great job on their games. But also in technology field. They share or sell technology to Unity engine crew, sending Unity few lightyears forward. Well actually, they have one of the best game programmer in my country, who is responsible for things like Light Probes system in Unity etc... Sadly mobile technologies have limitations, and that's why most hi-end games looks similar. What do you mean by solid. I am old school gamer, and i don't think, that there are not even AAA games with solid story . Our story is simple and smooth. Don't expect too deep story about death and life...and endless universe. Well actually it's about dead, and maybe about life, if you can make it....and universe is all around you. Anyway, it's more arcade shooter, within atmospheric environments. When I was reading story first time, I was confused, but adopted it soon...and I like storyline. Don't expect too much. There will be less of them. We don't wanna to burn your iphone. Anyway, on ipad and with pistol, it's hard to stay even against three of them in corridors . Nope. standard virtual buttons hated by Brad (work well, but we will consult this with you guys here). I am not good in math, so I counted amount of work (only mine) twice. Sorry, 14th is too close. Sorry for that. We plan android version later too. Definitely level based. But we have few arenas too...or do you want me to delete them right now? Story...yes. Don't be in hurry. Even when we can make enough money, it should take 6-10 months of work to do multiplayer (ohhh when I imagine all the problems with that brrrrrr ). Don't expect. You won't be disappointed. But I must say, You are the prophet. And I Am saying it for a reason. Think about that. Idea behind this game is creating small, but solid game in very small team. It's our first project together, and if sales will be good enough, and covers Our personal investments, we can hire more people. But I am not naive, and I think that market in nowadays is hard to reach. We will see. Anyway our first project is small and definitely not worthy of 7 bucks. We build things from ground up.
@Hochy Looks amazing are you using unity? What graphical effects will we see and will have the iPhone 4S have full effects?
Aw what? Zombie shooters come every month man, it's too mainstream and overhyped. A mutant shooter with the kind of graphics in the trailer would be far more unique, and your game wouldn't suffer from being compared with Dead Trigger because trust me, it's gonna be - for better or for worse. But I'm not telling you guys to remake the whole game or anything the game looks crazy awesome and I hope it will sell well.
Answers Exactly. Decent story. I don't want compare Dead Effect with Dead Space, because Dead Space has deep and very "dark" background. Our game is more casual. But in terms of story telling, you got the point. Precisely! Yes. Almost what you see is what you get(AWYSIWYG). Only number of zombies on screen in one time will be less. Some effects on camera are trailer only. And lighting is different. I mean iOS devices has very dark displays. We decided to light levels as bright as possible, so gamer knows, whats going on. But lighting is still atmospheric and levels with dynamic "blinking" lightmaps are superepilepticdangerous. I mentioned it before. For iPhone 4S, game is working pretty well. From time to time, in actual build, framerete goes under 30. But its rear and we will do our best to polish this parts. And we will see later in game, because game is still under development. But as an artist, I must be thinking and create something, what totally kills framerate...or I can't be called an artist! Every month? I think they come almost every day. And thats why I wrote "but we desided to make game with...PFFF zombies". Little background: When I came to project (six months ago), We had first meeting together...in pub of course (our country specifics?). Idea was to create super small, super short game, send it out and watch what happens (3 arenas, few zombies...and thats it). I asked crew one by one, what they want and what are their expectations? Except one, all of them said "we want to stabilize team and make games". So I was deciding, if I want to do that or one of my personal projects. But in pub wasn't one guy. Our designer/project lead. I met him later. After many hours of debating... He told me his vision, a told him mine what, we can achieve and what are risks, and DONE. A burned up Gimp, Blender and started preparations immediately. Now we are six months later. Truth is, that we are not a regular team yet. We are individuals (regular employees or freelancers) and with heavy support and connection to our friends (game industry, ex-coworkers, families) we are doing very ambitious project. Right? Only Two of us are working fulltime. Don't get me wrong, all of us (5coreteam+5additional) are hard working on Dead Effect. Without that we are not, where we are. As I adopted idea of "stabilize team", I am focused on that task. Anyway, zombies are very popular nowadays. Overhyped! I totally agree! But I adopted this idea, because it means to maximize chances to achieve first task, most important task for me. And don't tell my, you are not interested in kicking ass of this cute mini And what is that? hires: http://deadeffect.com/presentation/z03_WIP01.jpg hires: http://deadeffect.com/presentation/z03a.jpg Didn't you enjoy the Plague Inc.? Thank you guys for support. I added Faq section in first post. It will be easier, then answer questions again and again. I will also "feed you" with some WIP pics from time to time if you want. Any questions? I will try to answer. Don't forget to watch and support other interesting sci-fi projects like 2013: Infected Wars, C.0.ntact and Exiles: Far Colony. It's Important to support smaller awesome indie projects...not because they can be better then AAA titles from big studios, but point is "to have as many as possible chances to decide". Small games are full of innovative ideas and outstanding work. Don't let small teams like vlambeer to fall down. And maybe even the big bosses will understand, that we want play games, not to play "shopping" simulator. Nothing against "support developer" IAP, separated from game itself (maybe in main menu?).
Wow - after seeing the trailer, I have to say that I have great expectations from this game. The game looks fantastic. Does the team have any experience with game development or this is your first attempt? How many types of weapons and enemies will be in the final game?
By the way, I still wanted to ask you one thing in the game as background music trailer is perfect (slightly reminds me of Prometheus) - it's awesome, epic and atmospheric music. Can I expect similar music in the full game?
@DarkPhoenix Yeah all guys working on this project become from game industry. You can call them veteran developers, but personally I don't like this notion. We are just insanely hard working guys. Most of us work as freelancers or is doing different job and don't work directly in game industry. Not anymore. Standard weapons. Assault rifles, shotgun etc. Nothing special. About music. Yes, yes, yes. Music in trailer is that same, as it is in the game. Fan of the Prometheus here! I was slightly confused, when watched the movie first time. But Prometheus is AWESOME!!! @kcur Just one assault rifle today, but I will show you more of them through time. OK? hires: http://deadeffect.com/presentation/AssaultRifle1.jpg
Looks like a modified AK platform, nice design. You may want to work on the sights though, the rear sights looks awkward when lined up with the front sight (from what I could see in the trailer).
Yes, it's not hard to figure that as AK platform. But heavily modified. When designing this one, I was thinking about compromise between sci-fi / classic weapon look, which fits perfecly to our worlds background. As I am doing huge amount of things for game, I have no time to bring to the end all designed ideas (holographic display wheel, ammunition counter, illumination sights etc..). And we decided to do all my things in minimalistic way, to avoid potential problems for our first project. I agree about sight though. Everything in Dead Effect starts spontaniously...and after some time, it's corrected. Programmer probably has no experience with weapons, so he can't figure that. Front sight is not in line with optics, but with small box under, called rear sight ( you can see this sight on picture too, same as real AK). Optics is...optics. It is not visible on picture, and if its not luminescent, you can hardly see it in game too(i will bright texture in future), but optics itself has two holographic dots in line which miss front sight (slightly above). But I am OK with that right now. It's game, after all. It must look just "well enough".
It all looks real good to me. And sounds great. Have a particular fondness for this genre of game. This is definitely on the one to watch list. I like very much what I'm seeing so far. Keep up the obvious good work on it guys and thanks for keeping us up to date and sharing the info. Looks like it'll be a day one instabuy. Gonna be an expensive this year with all this good stuff coming to iOS. And best of luck with it.
I must say that the detail of weapons and characters are very nice, I hope it will be the same quality in the final game and that we will see a few more examples before the game release. I really like the style of music - are you planning to publish the game soundtrack?