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Hello everyone! Welcome to the twenty-fourth development update for Haunted: Att... Wait a minute, something's not quite right here. This update isn't about Haunted: Attack of the Dead Men at all! It's just a shameless plug for my next game! While this isn't really a regular update, and isn't about Haunted in particular, I thought it was time to share what I have been doing for the past few months. As I've mentioned a number of times before, I don't have as much spare time to work on game development as I used to. That has left me in a slightly awkward spot regarding the various promises I've made about updates for Haunted, as I've realised that I simply can't keep many of them - at least, not for now. Having thought about it a lot, I've decided that for the next few years I would much rather try something new. Two years is a long time to work on the same thing every day, and Haunted was in development for longer than that. It was a very ambitious project, especially considering I'd never released a full game before, and so I'd never had the chance to learn more about the process and what it takes to actually complete a game. As a part of this thought process, I realised that to get Haunted into the shape it deserves, a lot more work needs to be put into it - and I mean a lot. I'm talking redesigning levels from scratch kind of work, not something that can be done in a few small, sporadic updates. I would like to do all of this one day, but given how much time it will take I would rather leave it for now and come back to it fresh, complete with new knowledge and skills that I will undoubtedly gain from working on something else for a while. I understand that this will be disappointing for some amongst my (admittedly small) audience. But not to worry, because there is a new project to follow - my next game, Station 015! For the time being, I will only record my progress on this new project over on itch.io - it is still only a prototype at the moment, and an incomplete one at that. I will create a Steam page for it early next year once there is something to actually make available to players (after all, $100 is a lot to gamble on something that may never go anywhere), but for now you can read the first announcement post here. The development updates for Station 015 won't be as regular as the ones for Haunted - not for now anyway - but I do plan to cover the technical details of the new features I've been developing for it, and how the things I've learned from Haunted has influenced them. But that's it for now. As always, thanks for reading!
Hello everyone! Welcome to the twenty-third development update for Haunted: Attack of the Dead Men. As I said in the release announcement, this update will be the last of the monthly updates and will serve as a postmortem of the project. Before I get into that though, I do feel like I need to set expectations for the future of the game. I will go into a bit more detail later, but unfortunately the game didn't do as well as I'd hoped based on the pre-release feedback. It's actually quite difficult - as I found out the hard way - to stay motivated to work on something that's had a number of negative comments (excluding constructive criticism), so I've decided to reduce my focus on Haunted: Attack of the Dead Men in favour of other pursuits. This does not mean that the game has been abandoned, as I still plan to release updates for it, however I have decided to reduce the scope of these updates for now. Of course, if something changes and the game gets popular again (for example, in a Steam sale or other promotional event) I may reconsider this decision, but for now I am much more motivated to work on a new project which I will briefly cover at the end of this update. With that out of the way, let's start with what went wrong so we can finish on a high note.
Hello everyone! Things are going well in the first week for Haunted: Attack of the Dead Men but unfortunately the game wasn't without a few obscure bugs that needed fixing. This quick hotfix should resolve the fullscreen issues some players were seeing when AMD VSR (Virtual Super Resolution) or Nvidia DSR (Dynamic Super Resolution) was enabled.
Hello everyone! I am pleased to announce that Haunted: Attack of the Dead Men has been released on Steam. Of course this is after there were a few last-minute bugs to fix but that's not totally unexpected.
Hello everyone! Welcome to the twenty-second development update for Haunted: Attack of the Dead Men. This update will be fairly brief as there isn't actually a whole lot to go over, other than the fact that, well, yes, the game has in fact been been completed on time and is due to be released tomorrow! This is quite exciting on its own but there are still a few new features to look at compared to last month. Before we start however, I would like to make it clear that as of this update being published, access to the beta is permanently disabled. This means that if you downloaded it then you will no longer see it in your library. With that out of the way, let's get started!
Hello everyone! This is just a quick announcement to let everyone know that the beta for Haunted: Attack of the Dead Men will be ending on Monday 5th August. I don't have a specific time that it will end just yet, but the next development update (the last one before release!) will announce this officially. This means that you have just this weekend to beta test the game and give any feedback if you wish to. I have opened up the signups on it so anyone can download it this weekend but after Monday it will be permanently deactivated (and will no longer show up in your Steam library). Many thanks to all those who have tested the game and given feedback. You've helped get the game to where it is now! Stay tuned next week as there will be a (short) development update which will go over what I've been up to this month, followed very soon by the full release of the game on Tuesday 6th August!
I am pleased to announce the release of v1.7.3 of the demo for Haunted: Attack of the Dead Men. This update brings a fairly major change to Map 4, that being the addition of a special pickup to reveal part of the minimap, along with some smaller improvements and bugfixes.
Hello everyone! Welcome to the twenty-first development update for Haunted: Attack of the Dead Men. As I said in a previous update, I was expecting to have a busy June this time around, but as it turned out I had an even busier one than I anticipated back then. This means I didn't have as much time to work on the game this month and this update will therefore be a bit smaller than usual, but despite that I still managed to finish Map 15 and implement a few features and bugfixes, so I'm still happy with how the game is progressing. Let's get started with that most elusive of levels...
Hello everyone! I am pleased to announce that the closed(-ish) beta for Haunted: Attack of the Dead Men is now available and accepting sign-ups through Steam Playtest! This is a little later than I said it would be in the last development update, however it was only afterwards that I discovered that the beta build has to be reviewed by Valve separately to the full game, so apologies for the slight delay. This initial beta release contains all 14 of the base levels. The 15th (secret level) is also in there in a very bare-bones shape at the moment, but if you manage to find it then you can enjoy exploring what there is so far. Of course, it goes without saying that this is not a finished product and you should expect to encounter bugs. Please report any bugs you find in the bug reports forum. Finally, I have prepared a simple Google form for getting some more detailed feedback on the game (there is also a button to open it in the main menu). This form is completely anonymous and I won't see any of your personal information. If you do decide to beta test the game, please fill out the form when you are finished as this will help me improve the game further. You don't have to complete the whole game to fill out the form but please do try to get as far as you can before leaving feedback. Special thanks to all of you who have supported the game so far and have helped to get it to this significant milestone! Enjoy!
Hello everyone! Welcome to the twentieth development update for Haunted: Attack of the Dead Men. A lot has happened in the past month and to be honest, I've quite surprised myself with just how much I've been able to get done. Not only was Map 13 finished in record time, but (almost) all of the work needed to polish Maps 5, 6, 7 and 8 has been done. On top of that, the demo has been updated again, some extra finishing touches have been done for Maps 10, 11 and 12, a whole host of bugs have been fixed, and a new feature has been added to the main game to ensure that there will be a seamless transition from the demo. What all this means is, the game is finally ready for its first beta release through Steam Playtest! More on that later though, as there are a few videos to start this update off with.
I am pleased to announce the release of v1.7.2 of the demo for Haunted: Attack of the Dead Men. This update brings a number of bugfixes and smaller improvements, as well as some new cover art.
Hello everyone! Welcome to the nineteenth development update for Haunted: Attack of the Dead Men. This month has again been interesting - a couple of maps have had some much needed polish, but most surprisingly (both to me and, as I suspect, to you, if you read the last update), Map 13 is progressing very nicely! Before you have a chance to fully process that sentence, let's get straight into it!
Steam's FPS Fest is starting very soon, so as is tradition at this point there is a last-minute hotfix to address a few bugs. Yep, you heard that right, Haunted: Attack of the Dead Men will be taking part in this promotional event - and in case any of you were wondering, this was the reason for the v1.7.0 update, the new trailer and the store page updates a few weeks ago! Full release notes for v1.7.1:
I am pleased to announce the release of v1.7.0 of the demo for Haunted: Attack of the Dead Men. It turns out that when I said sometime this week in the development update earlier today, little did I know I actually meant today! This update brings a new highscores screen, many enhancements to existing mechanics, improved enemy sprites and more.
Hello everyone! Welcome to the eighteenth development update for Haunted: Attack of the Dead Men. This update is another interesting one as there's quite a lot to cover - first there's Map 10, then there's demo v1.7.0, and finally some more news about the future of the game along with a new trailer! Let's start with what the deal is with Map 10.
Hello everyone! Welcome to the seventeenth development update for Haunted: Attack of the Dead Men. This month's been very interesting indeed - not only have I had a much busier personal life than usual, I've also had a system update gone wrong which led to me having to reinstall my OS. Despite all of that, and despite this month being the shortest of the year, I've still managed to accomplish quite a lot - the completion of not one, but two new maps! Of course, both had already been started (with Map 14 being covered in last month's update), but on top of that I also made good progress on Map 10 and should have it finished very soon! Once I'm done with that I will make a start on v1.7.0 of the demo alongside a new trailer, which will (hopefully!) reveal the exact release date of the game. While most of this update will focus on Map 11, I have also recorded a video of the final boss fight so stick around to the end if you are interested in watching that.
Hello everyone! Welcome to the sixteenth development update for Haunted: Attack of the Dead Men. This update will start by going over some of the other features that made it into v1.6.0 of the demo (which weren't mentioned last month), but rather excitingly, will also cover the progress I've made on the final boss fight! Naturally, such a major addition both content- and "story"-wise must come with a spoiler warning. If you want to discover the final boss for yourself, the last section will be clearly marked so you can stop reading there.
I am pleased to announce the release of v1.6.0 of the demo for Haunted: Attack of the Dead Men. This update provides significant changes to the level design, new scenery, major performance improvements and more.
Merry Christmas everyone! Welcome to the fifteenth development update for Haunted: Attack of the Dead Men. As with the last update of 2022, I will start this update with another retrospective on how much the game has changed over the course of the year, then I will follow that up by covering some of the interesting changes coming in v1.6.0 of the demo in January. Let's get started!
Following on from yesterday's major update, I have released a hotfix (v1.5.1) which addresses the enemy loading bug which was mentioned in the previous announcement. This turned out to be a larger issue with the save system which should now be a bit more reliable. Full release notes for v1.5.1:
I am pleased to announce the release of v1.5.0 of the demo for Haunted: Attack of the Dead Men. This update delivers a significant upgrade for the weapon sprites and a redesign of the player character (in line with the cover art). Full release notes for v1.5.0:
Hello everyone! Welcome to the fourteenth development update for Haunted: Attack of the Dead Men. If you've read the last update, you'll probably know what the focus of this update will be already and have been looking forward to it. For the benefit of those who aren't aware though, I have been very busy on perhaps one of the most important improvements to the demo all year - the new weapon sprites. Last month I showed off some footage with the new Luger, Revolver, Trenchgun, Granaten (grenades) and Shashka (sword). I am pleased to announce that I have now finished what I started, so all the weapons have new, much improved graphics. Again, instead of me talking about how great they are, why don't I show you? [previewyoutube=bsZoZRHwxD8;full][/previewyoutube] Impressive stuff right? I certainly think so. Compared to the old programmer art, this is a massive improvement and I think it really helps to make the game feel more polished and fun to play. Speaking of fun to play, I'm sure many of you will be surprised by the other new feature shown in the video, which I have deliberately kept a secret until now...
Hello everyone! Welcome to the thirteenth development update for Haunted: Attack of the Dead Men. What a fitting number for the week of Hallowe'en! This update will focus on the newly added Map 12, and will also cover some changes that I've wanted to do for a long time. Before we get into all that though, I figured it's best to start off with the important news about the game and its future development.
Hello everyone! Welcome to the twelfth development update for Haunted: Attack of the Dead Men. That's right, number twelve - it's been a whole year of monthly updates! When I released the demo last year, I had no idea what to expect. I had never done something like this before, and I wasn't sure if I'd be able to keep it up or how much progress I'd be able to make. A year on from then, however, it's safe to say I've achieved more than I could have hoped for - I will cover some of that in this development update, in addition to what hasn't gone well, and what is yet to come. But before I do that, I'd just like to thank everyone who has shown their support so far - all of you who wishlisted the game, downloaded and played the demo, and left feedback for me to help me improve the game. There are a lot of things which I don't think I could have done without this support. Anyway, let's get started. This update will be a bit more of a retrospective but if you stick around there will be a nice little teaser of Map 12 as a reward!
I am pleased to announce the release of v1.4.0 of the demo for Haunted: Attack of the Dead Men. This update brings a few new major features - expanded difficulty options and a reworked minimap. Alongside these new features, the update also brings reworked and improved enemy AI and pathfinding, a new graphics option, and many smaller improvements and bugfixes.
Hello everyone! Welcome to the eleventh development update for Haunted: Attack of the Dead Men. It's been another busy month with the release on itch.io (as I'm sure you're aware of by now), but like last month this update will be more technical than previous updates as there isn't a new level to show off. Map 11 (the newest map) is mostly done now, but it needs more polish before it is ready for its own gameplay video. Besides, I included some preview footage of it in the new trailer, which you can find below in case you missed it. [previewyoutube=tLDYah9GEUw;full][/previewyoutube] So what else have I been up to this month then? Well, I was on my laptop for a few weeks so the most pressing issue was getting the game running better on it. That isn't all though - there have been a few more additions which will become available in an update to the demo soon, which I will go over in this post.
Hello everyone, I am pleased to announce that Haunted: Attack of the Dead Men has been released on itch.io! This release comes alongside a new trailer that shows off gameplay from the v1.3 update, and a minor patch (v1.3.2). You can find the game on itch.io here. Release notes for v1.3.2:
Hello everyone! Welcome to the tenth development update for Haunted: Attack of the Dead Men. It's been a very busy month trying to get the game running properly on the latest version of Godot, however you will probably have seen by now that I managed it in the end with the release of v1.3.0 and v1.3.1 of the demo last week. I've decided that this month I would go with a more technical and behind-the-scenes update since there isn't as much to show off in terms of new features. I will finish off with a teaser for Map 10 and a brief update on what I will be working on next month. Without further ado, let's get into it!
Following on from yesterday's major update, I have released a hotfix (v1.3.1) which addresses some of the performance problems on integrated GPUs. The game works about as well as it did before on my laptop now, however there is still more that can be done later to improve things. The full release notes for this hotfix are below.
I am pleased to announce the release of v1.3.0 of the demo for Haunted: Attack of the Dead Men. With this update, the game is now running on Godot 4.1.1 (previously it was on 3.5.1). This was planned a while ago (but overlooked in the roadmap), and was necessary for bringing in new features, bug fixes, performance improvements and more.
v1.2.1 of the demo has been released. The full release notes can be found below.
Hello everyone! Welcome to the ninth development update for Haunted: Attack of the Dead Men. This update will be longer than usual as I have quite a lot to cover - first there is the new boss fight, and second is some news about the demo which will get a bit technical. Without further ado, lets begin!
Hello everyone!
Welcome to the eighth development update for Haunted: Attack of the Dead Men. In this update I will go over how Map 5 has turned out and also provide a few teaser screenshots for Map 9.
Well, it's been a while hasn't it. I first posted some early screenshots of Map 5 all the way back in the first development update, but I can finally say that it's done. After all that hard work, I'm actually quite pleased with the result in the end.
So what's the deal with this map then? I mentioned last month that I thought I'd come up with some ideas for a fun level, so I'll explain what I meant now. Map 5 is, as you'll be able to tell, based on a variety of medieval and Gothic castles. This means high, imposing walls, cramped rooms, and plenty of traps to fall into. That last one was probably less of a problem in real castles, but is fairly typical for games set inside them. What kind of traps can you expect then? Well, here's some examples...
Hmm, a large room with lots of items and no enemies. Something smells funny...
I knew it! I got ambushed when I picked up the key in this room!
I survived, but still took a beating...
There's a lot of enemies out in the courtyard here, and you can add more by picking up the key or opening up the secret in this area
A lot of twice-dead men left in my wake...
...And again in this hall
I'm sure you missed having a video to watch last month, but making these is only worth it when there is new gameplay to show off. And that we have plenty of now, so enjoy!
[previewyoutube=puH15Onks78;full][/previewyoutube]
Before I continue, I thought I'd better mention something about this video. It's not up to the same quality as my other videos - in fact, I recorded it in 720p/30 FPS, which is quite a downgrade compared to the 1080p/60 FPS I usually do. The problem is, this map needs a lot more optimisation to get it to perform as well as the other maps. This is mainly because it is one of the most densely packed maps I have made so far, and most of the optimisation done until now has helped when things are more spread-out. It runs well enough on my desktop despite this, but when I add recording software to the mix the performance takes quite a beating and recording it at 60 FPS would have made the video stutter a lot more.
Not to worry though. I have some plans for how to fix this which I may be covering as soon as July, along with a major update for the demo. I will cover this in more detail next month.
Anyway, you can see from the video there were plenty of moments where I performed certain actions (picking up keys, opening secrets etc.) and enemies ambushed me. In fact, there is one particularly nasty fight which is completely optional - if you open up the secret in the courtyard, 8 Machine-gunners will spawn in (on the hardest difficulty) to try and make you regret it! The rewards are more than worth it, however.
You probably also noticed something a bit out of the ordinary at the end, too. Here's a close up of it.
You might remember from the second development update, I introduced "ambushing" enemies - not to be confused with enemies who spawn in, these are enemies who will start off facing away from you, and will only attack once you get too close or they hear you shooting. This allowed me to set up a crazy fight in Map 8, but I also mentioned I wanted more fights like this in other maps. So here we have the first of these big fights, but, as it will be your first encounter like this, there is a pretty big hint for how to deal with it:
Might want to use those grenades...
So, that was Map 5! I hope you will enjoy dealing with the traps and finding some interesting secrets in this level.
To finish off this update, I here are the screenshots I have for Map 9:
If you remember from the second development update, I showed off the outside of this church. The exit for Map 8 is the main entrance of the church - that means the next fight will be inside it. The good news is I have managed to finish designing the interior of the church for Map 9, so I should be ready to show off the whole boss fight next month. But, you will have to wait until then to find out what that fight will entail...
Thanks for reading!
Hello everyone!
Welcome to the seventh development update for Haunted: Attack of the Dead Men. In this update I will go into a bit more detail about the changes in the v1.2.0 update and their significance for future levels. I will also talk about how Map 5 is shaping up and what my plans are for it.
Anyway, let's start by going over the biggest addition in v1.2.0 - corpses! These were definitely missing before, and they serve to emphasise the horror element of the game. It also didn't really make sense that after a large battle between Germans and Russians, there was no evidence of any Germans being there, other than the player character. I really enjoyed making these, so here's some examples of my favourites!
Enjoy your meal!
Some morbid decoration
Is he pointing to something...?
A warning perhaps...
All this effort served a secondary purpose, however. These sprites (and the 3D model that they were created from) are not just going to stay dead. They will also serve as the basis for two new enemies, who will make their debut in the mini-boss fight in Map 9. Stay tuned as I will be talking more about this in a few months time!
That wasn't the only big change in v1.2.0 though. I covered the addition of signs last month, which have also decorated the demo levels, but most of the rest of the update was focused on improving Map 3. Map 3 has probably received the most criticism out of all the demo levels, and I don't think that criticism was unreasonable. It was quite hard to make out where to go, and I didn't notice this because I already knew how to navigate it and what to look for.
So, what have I done to fix it? Well, the first thing was to apply the new terrain texturing technique from Map 6 to it, so at least the ground isn't just green everywhere. But there was still a lot of green in the scenery, especially the bushes, so I adjusted those as well. I have some before and after screenshots to show how this changed things:
Players were also finding it frustrating trying to get through the hedges to find the brass key. This was much more of a problem before I made the bushes larger in v1.1.3, as before then it looked like you could jump over them which was not intentional. To try and make this more interesting I added more entrances and exits to the hedge "maze", and I also placed some extra items to act as a "guide" of sorts. I haven't had much feedback on these changes so I hope they have helped make Map 3 more fun.
Finally, a less prominent change in v1.2.0, but still fairly important, was adjusting the brightness of pickups. Here's an example of what I mean:
As you can see, in this dark corner of Map 3 it was quite hard to see these pickups as they blended in to the dark background. Now though, they easily stand out - this should help me with placing bread crumb trails in future, as I can be more sure that they will be noticed.
Well, that was a lot about the changes in v1.2.0. But what about Map 5? I will start this section off in the usual fashion, by referring back to the handy map:
This fort is quite a distinctive shape I think. There is a sort of pentagon in the middle, surrounded by what looks like a couple of outer walls and a road. It isn't easy to work out what was actually there though - Osowiec fortress was partially demolished twice since the infamous battle in 1915, once when the Russians abandoned it and again when the Germans occupied it during World War II. This means that the reference images available are of a very limited area, mostly around Fort I - so we may never know exactly what Fort III once looked like.
So, I once again have to fill in the gaps with some imagination, and this time I chose to make it look like a Gothic-medieval castle. You might remember, all the way back in the first development update, some early screenshots of this level. Well, since then I have a few more...
Of course, it's a bit empty at the moment, but you can see the kind of look I'm going for. You might also remember, in the first development update, I mentioned that I didn't have a clear enough picture of what it would look like in my head. Well, after making three other maps, I've had plenty of time to think about it, and I hope what I've come up with will make for a fun level...
But this development update is getting quite long already, so you'll have to wait until next month's development update to find out more. Stay tuned, and thanks for reading!
I am pleased to announce the release of v1.2.0 of the demo for Haunted: Attack of the Dead Men. This update focuses on level improvements, in line with the changes I've made to the newer levels (that are not part of the demo), as well as some new scenery and many bugfixes. The full release notes can be found below.
Hello everyone!
Welcome to the sixth development update for Haunted: Attack of the Dead Men. This update will be focused on Map 6, but I will also (briefly) cover some changes planned for the next demo update, which will (hopefully) be released next month.
As with the previous levels I've covered, let's start by looking at where this one is located. If you've read the other development updates, you'll know I have a handy map of Osowiec that I base my levels on, so again I have circled the point of interest:
Here we can see the area between Fort III (the location of the soon-to-be Map 5), and both the station and Fort I (where Maps 7 and 8 are). There are a couple of roads running between these areas, and a couple of buildings towards the station. Another point of interest is the track coming out from the station, which could be a train yard of some kind.
But aside from all this, it is hard to tell exactly what else is there. So, I've used a bit of my imagination to fill in the gaps. This is a World War One game, but so far there's a big part of World War One that's currently missing from - No Man's Land. So that's what I decided to fill this map in with - in fact, that is actually the name I gave it. Here's a few screenshots:
If you get bored of mud and barbed wire, you can also pay the train yard a visit. Is this foreshadowing?
And as in last month's update, I felt it was easiest to convey the atmosphere of the level with a short video:
[previewyoutube=YwFhBbOhLR0;full][/previewyoutube]
As you can see, this is more the sort of feel you'd expect from a classic World War One game - barbed wire, waterlogged artillery craters and trenches, dead trees, dead men, and endless mud. But there are a few important new features which should be pointed out. I have had yet more feedback on the level design since the last development update, which I have tried to address in the new map.
Some players find it hard to navigate certain maps, especially big outdoors areas with lots of places to explore. Being No Man's Land, we again have another large open map, so I needed to be careful how I designed it so that it is easy to navigate. Alongside the breadcrumb trails of items to pick up, which I mentioned last time, there are some new environment set-pieces to help you find your way through this map - these signs.
These signs are in both Russian and Polish - after all, Osowiec is part of Poland, which at the time was controlled by Russia. It wouldn't make sense for these to be in English! However, I know that most people playing the game won't understand either Russian or Polish, so for important signs I have included icons next to the text, to make it clear what the sign is pointing to.
It's not just signposts you will find throughout the various levels though. You will also find signs above important doors, as well as indoor signs that point to different rooms in the indoor levels.
It's a little difficult to see in this screenshot, but in-game you will see that this says "Station" like the signposts did
This looks useful!
Some of you with a keen eye will notice that parts of the map aren't quite so brown and muddy. This is another feature I have included to help with navigation - texture variation. Map 3 had a lot of green, which made everything look the same. To avoid having this problem again, I have blended between the green grass from the level you've just come from and the muddy look you'd expect in No Man's Land. This means that if you get lost in this map, keep going towards the muddy areas and you'll be heading in the right direction.
And finally, another problem players had with Map 3 was getting stuck in the "hedge maze" area. This was mostly because there was only one entrance and exit to that area - in Map 6, there is no single path forward. You can choose whichever way around you want, but you will still need to find a key to finish the level. If you follow pretty much any stretch of barbed wire, you will find a hole in it somewhere.
So, with that out of the way, what's this about another update to the demo? Well, if you remember the roadmap from The Long Road Ahead, my plan was to get Map 5 out of the way and then address some of the issues with the demo. I have decided to shake this up a bit, and do these tasks the other way round - that way you all get to enjoy some of the changes I've already made, as well as the other changes I am about to discuss, sooner than expected.
Here's what I'm planning to include in the demo update:
Hello everyone!
Welcome to the fifth development update for Haunted: Attack of the Dead Men. In this update I will go over how Map 7 is shaping up, and as I mentioned in the last announcement (The Long Road Ahead), this one will be a fun one.
Before I show off what the map looks like, let's address the elephant in the room from Development Update #4 - specifically, that train I made last month. Some of you probably worked out where Map 7 will take place from that image, but for those who haven't read the last development update, Map 7 will take place at Osowiec's station.
We can see where this lies in relation to the other levels using this handy map (which I've shown before):
We can clearly see a railway going past Fort I (the location of Map 8), and the layout of the tracks served as a starting point for the design of the map. Here are some screenshots to show that:
That's cool and all, but what about the train - how does that fit in to the level? Well, I prepared something special to show that off - a short video.
[previewyoutube=4917FFYLlmw;full][/previewyoutube]
As you can see, the trains will be both a help and a hindrance. If you're careful, you can use it to crush your enemies for you, but don't get crushed yourself.
As an aside, I would like to say that I do now have a YouTube channel. I've known for a while that it is hard to demonstrate new maps and enemies with just screenshots alone, so from now on I will aim to have a preview video alongside screenshots when covering major features. In the next few days I will also upload the trailers for the game to this channel. Let me know what you think of this change!
Now, back to the game. Crushing enemies isn't the only thing the train will do. Part of the level will also involve boarding the train to find a key - and this means stopping it first.
The beast has been tamed
Now, to finish this development update off, I'd like to go over how I've incorporated the feedback I've had so far into the design of the level. Thanks to the Next Fest event, I got a lot of useful feedback, so here's some common criticism people had and how I've addressed it.
Hello everyone! The Steam Next Fest event has ended, and the results were far better than I could have hoped for. Not only did the number of players (and wishlists) increase dramatically, I also received valuable feedback for making the game better. Some of this feedback lead to immediate patches, while the rest will be taken on-board going forward, and will influence the demo content later on. Anyway, with a much-increased following, I feel obliged to talk about how the game will actually be finished on time. As it stands, the estimated release date is the end of this year, which will give me roughly ten more months of development time. So, what will I fill that time with? Well, below is a provisional roadmap for the game, all the way to release.
There were still a few bugs in the last hotfix, these should all be fixed now. Please let me know if there are any issues with this hotfix as I have made some more significant changes (compared to the last hotfix). Here's the full list of changes for 1.1.3:
So the Next Fest event has started, and I must admit, the results so far are very pleasing - interest in the game has literally doubled overnight! Many thanks to all those who gave the demo a try and wishlisted it. Anyway, the game wasn't without issues it seems - there was a critical (game-breaking) bug on Map 4 which was pointed out to me today, so apologies if it spoiled things for you. That bug has now been fixed. Here's the full list of changes for 1.1.2:
This hotfix mostly addresses some balance issues, among other things. Full list of changes for 1.1.1:
Hello everyone!
Welcome to the fourth development update for Haunted: Attack of the Dead Men. I've been quite busy this month, as you will probably know by now, as I was finishing off the first update to the demo. I also spent some time to make a new trailer, which should do a better job at showing off the gameplay.
Let's start by going over some of the things that I added to the update. First of all, I have updated some of the weapon sprites, most notable of which is the Luger. Here is how it looks now:
What prompted me to do this was actually last month's development update - I realised the Luger was the same (rather bad-looking) sprite from way back when I started this project. I had overlooked it as it was intended to be a back-up weapon, so usually you would be using one of the others instead. Of course, now that it looks a lot better, I may revisit it later on and make it a bit more useful.
Secondly, as I mentioned last month, I have added "alternate fire modes". These were the highlight of the update, and expand the options available to you to dispatch the hordes of enemies you will be fighting, which should help to keep things interesting.
So what are the new options? Well, I mentioned them briefly in the release notes for 1.1.0, but I'll go over them again in more detail here. First off, we have the revolver:
Here I'm in a duel with an officer, over who's quicker on the draw. By holding the right mouse button, I can repeatedly fan the hammer, and shoot more than twice as fast as normal! This will naturally make the revolver a lot stronger, but there is a catch - it's about as accurate as the trenchgun while doing this, so don't try it at a distance.
Next up, the rifle and the trenchgun. These have the same addition - a bayonet, which you can even see on the trenchgun when you fire it.
The bayonet is simple really - when you right click, you stab with it. This provides a melee option for the early game, before the Shashka is unlocked, and should help if you are struggling with ammo.
Finally we have the machine gun. Previously, the machine gun wasn't very strong, because its poor accuracy meant it was difficult to use at a distance, and its low damage per shot meant it took a while to kill things up close. Now, there is an option when you are at a distance:
Here, I've deployed it statically, which means going "prone" and keeping it more under control. It is much more accurate now, and a good option for sniping fast-moving enemies. You still need to be careful though, as you can't move in this position, which makes you an easier target.
There will be some more options for the new weapons, too - grenades can be "cooked" to make them detonate more quickly after throwing, but if you're too late, you'll blow yourself up. Finally, the Shashka can block incoming melee attacks.
But who's doing that? They all have guns right? Well, wrong. The other thing I was working on this month is the latest enemy:
This is the Cossack - you may remember I mentioned him last month. This enemy was quite fun to make, and he has perhaps the most complex AI behaviour of all the enemies so far.
In the above image, you can see him charging - he will do this to begin an attack, and he runs fast. He will also keep chasing you for a while, even if you manage to break line-of-sight. But when he gets close, he packs a punch. If he hits you while charging, he does extra damage - but then he will follow this up with three attacks (unless you can get away).
He might be trying to kill you, but he's got a nice hat
On top of that, he can block your melee attacks too:
Don't try to beat him at his own game, that can only go badly for you
It might be better to dispatch him from a distance.
That's it for this development update. So, what's next? Well, I am hoping to make some progress with another level for next month, which will be Map 7. For now, I will leave you with this teaser:
What could I possibly want this for?
Thanks for reading!
I am pleased to announce that update 1.1.0 for the demo has been released. Changes in 1.1.0:
Hello everyone! Welcome to the third development update for Haunted: Attack of the Dead Men. This month has been surprisingly productive despite the festivities, and I hope you all had a good Christmas too. This update will be a bit longer than usual as I wanted to cover how far the game has come over the course of the year, as well as talk a bit about what will happen next - both in the next few months, as well as longer term. With that out of the way, let's get started!
Hello everyone!
Welcome to the second development update for Haunted: Attack of the Dead Men. This last month I have been working on Map 8, which will take place in Fort I. Below is the map of the fortress I have been using to plan the levels so far, which should help to place it in regards to the other levels. I have circled where Fort I is for reference:
You may recognise this map - I used an edited version of it as the basis for the end-of-level screen which shows where the next level is located (it has entered the public domain now as it is almost 100 years old, which is why I decided to include it in the game).
It is probably also time I reminded you of the reference image I showed in the last update, as a refresher.
Before I get in to why this image inspired (most of) the map, let's see what we can find out from it.
Some things are immediately clear:
Hello everyone!
As promised, this is the first development update for Haunted: Attack of the Dead Men. It's been a very busy month for me, but despite that I have still had a decent amount of time to work on the game. Hopefully what I am going to talk about is enough to keep you interested!
To start with, let's have a look at what I see when I start the first level now.
I said "when I start" because this is what the game looks like in "developer" mode. I give myself a number of "cheats" to make development and testing easier, and one of those is unlocking all the weapons.
As you can see, there are two more numbers in the status bar - the new weapons. Let's go through them in order.
I am pleased to announce that the demo for Haunted: Attack of the Dead Men is here! This demo provides a sneak peek of the final product by offering the first 4 levels of the game. While core gameplay elements will not be changing over the remainder of development, there is still room for minor changes to these levels (e.g. balance changes, more detail in the environment etc.). I will be open to feedback on the demo, so if you have any comments please post them in the Feedback forum.
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