Third progress video on Survivalism! Loooots of changes
14/04/2012

This is close to the current version of the game. Zombie models have finally been added! Gameplay mechanics have been tweaked, the new version has many new additions including explosive barrels, level placement improvements, flamethrower turrets, level barriers (including sandbags) which are all not shown in this video.

So, here is the new version!



New updated progress video!
22/03/2012

Managed to get a LOT done over the past week: post processing shaders, gameplay tweaks, health, more weaponry, among other changes! Here is an updated progress video :D shows off most of the additions.

Basically, this game is currently close to a zombie "King of the Hill" style game, in which they have to capture the altar. I aim to improve upon this idea in the next week or 2 with other gameplay elements and new gametypes to play!



Survivalism basic gameplay footage (New videos soon!)
17/03/2012

Hey all, I've been updating Survivalism constantly for the past couple of weeks, and here is a gameplay video from last week (it's a bit outdated, I'll upload a new video shortly!).

Since this video has been uploaded, I've worked on adding bloom, new weapons, trigger events and god rays!

The old(ish) video of Survivalism is here:



... And to show the progress since that video, I've uploaded a screenshot with bloom, new weapons, and more! Hah, even newer th

A new map; cutscene system and a few changes to Incendiary
18/02/2012

Sorry for the lack of updates but over the course of this month, I have nearly completed a high-detail Gothic Cathedral with mood lighting and finished a cutscene system (with associated .scene files) which can display actions, subtitles and play sounds while controlling the camera movement.

Here is the gothic cathedral I have been working on. It is very close to being fully textured and is currently around 38,000 polys. I aim to reduce this, as there are quite a few superfluous faces that can be removed to reduce the count. This screenshot is ingame. I am aiming to implement some sort of w

Incendiary Developer Diary #1 (Build 005)
11/01/2012

As promised, here is the very first video that shows off Incendiary's multiplayer portion. This version is extremely unstable (as you will see), and is definitely not representative of final gameplay.



The next thing I'm going to work on is to smooth everything out. For example, at the moment the client's positions aren't interpolated at all, which makes them look really jittery. Still haven't got a suitable art style, will try a few over the next week or so and