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DevLog #14 | EA Release is nearing (0.7.0)
Added complete initial campaign
Added flamethrower
Added new zombie
Added deployable setup
Added barbed wire deployable
Added lantern deployable
Added indoor to hospital map
Added random weather to all maps
Added doors to car
Added particle options
Added realistic smoke to main menu
Added more sounds to emitter tool
Added properties in map editor
Added more light functionality (both in editor and in-game)
Added notification to teammates dying in zombie survival mode
Improved in-game HUD
Improved network validation to prevent issues
Improved particles
Improved lagging feet behind player model
Improved shadow casting from players
Improved zombie movement (more efficient & looks better)
Improved light settings in mapeditor
Improved muzzle flashes
Improved audio emitter tool in map editor
Improved debug window
Improved car graphics
Improved car physics
Improved cutscene looks
Improved balancing of zombie rounds
Improved zombie survival mode to always be in the dusk + stormy weather
Improved network performance for fire bits
Improved pathfinding so that its smoother
Improved sound levels
Changed weapon / grenade drops to remain 10 times longer in zombie survival mode
Fixed earrape when being shot by shotgun
Fixed issue where hosting people were able to shoot on killed players
Fixed dropped weapons & money not being shown to newly joined clients
Fixed some particles misbehaving
Fixed sound issues when a lot of barbed wire was deployed
Fixed look of rooftops
Fixed some graphic glitches with zombies
Fixed bug where weapon would become invisible for other people if you swapped during reloading
Fixed dropped weapons, money and grenades not being visible for newly joined players
Fixed issue where grenade damage could be applied to killed players
Fixed main menu music issue
Optimized zombie bodies + made them look nicer
I'm currently in the process of giving away the game to more and more testers, and I'll be finishing up on some more information (roadmap, level editor + dedicated hosting documentation). Stay tuned - maybe you'll receive a Steam Key in your inbox very soon!
[ 2018-04-14 12:45:19 CET ] [ Original post ]
Again, a lot of work has been done in the last period of time - as the game isn't released yet, it doesn't require me to post updates weekly / monthly, so I can easily work on bigger features. I've done a lot since the last 0.6.0 version - here goes!
Final testing phase
I'm currently in the process of giving away the game to more and more testers, and I'll be finishing up on some more information (roadmap, level editor + dedicated hosting documentation). Stay tuned - maybe you'll receive a Steam Key in your inbox very soon!
[ 2018-04-14 12:45:19 CET ] [ Original post ]
Shoot 'm Up
DukeSoft
Developer
DukeSoft
Publisher
2019-09-06
Release
Game News Posts:
21
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
2 user reviews
(2 reviews)
Public Linux Depots:
- SMU Linux [193.05 M]
Tactical multiplayer chaos.
That's what would describe this game in 3 words. It's fast, it's messy, it's challenging. Do you like blowing up zombies to bits together with your friends? Protecting your base from the enemy team? Grab your gear and start the chaos!
Shoot 'm Up is a fast-paced tactical shooter with lots of different game modes. The game features a customizable server, offline gameplay, a campaign mode, LAN and multiplayer action, custom maps (with a map editor), smooth gameplay, stunning graphics and awesome effects. You can currently try the Deathmatch, capture the flag, or team-deathmatch mode - just shoot at each other or at bots using one of the 18 different weapons; or you can jump into co-op zombie survival mode so you and your friends can hold off as many zombies as you can!
Regular updates
I'm playing this game myself as well. This means there will be very frequent updates that add more content and features. There will usually be at least 1 update every week, for the forseeable future.
User feedback
I love to hear your ideas and experiences! I'm online most of the time on Discord and I'm happy to hear feature requests and ideas.
Current features
- Campaign mode (New episodes will come with new updates, we're aiming bi-monthly)
- Co-op zombie survival mode, with deployables & buyable upgrades
- Map & asset editor - allowing you to make, play, and host your own maps.
- Team deathmatch
- Capture the flag
- Multi-team deathmatch
- Dedicated servers
- A big arsenal of weaponry
Planned features
- Many more different zombies in zombie survival mode
- More challenges, puzzles and less linear campaign mode
- More game modes (Bomb defusal, team base defender, king of the hill)
- Much more weaponry (C4, landmines, deployable turrets, airstrikes, killstreaks, melee weapons)
- Humiliating finishing moves
- Extended zombie survival mode (different waves / deployables / weapons / locations to go to / vehicles)
- Linux / Mac builds
- Better performance on old hardware
A more specific roadmap can be viewed on the website.
Development
The game has been in development for the past few months, and I think I'm at a solid base. There has been a lot of positive news from the open- and closed beta test community.
This doesn't mean it's done! The game will undergo updates as we go, from bugfixes to new content to performance improvements. I'm a solo developer that hates sluggish games, and gameplay is the number one priority for me. Getting the game to run great and feel smooth on every machine is an important goal for me.
So far I've been making this game on my own, with testing help of the closed-beta community and the map-building skills from a friend.
That's what would describe this game in 3 words. It's fast, it's messy, it's challenging. Do you like blowing up zombies to bits together with your friends? Protecting your base from the enemy team? Grab your gear and start the chaos!
Shoot 'm Up is a fast-paced tactical shooter with lots of different game modes. The game features a customizable server, offline gameplay, a campaign mode, LAN and multiplayer action, custom maps (with a map editor), smooth gameplay, stunning graphics and awesome effects. You can currently try the Deathmatch, capture the flag, or team-deathmatch mode - just shoot at each other or at bots using one of the 18 different weapons; or you can jump into co-op zombie survival mode so you and your friends can hold off as many zombies as you can!
Regular updates
I'm playing this game myself as well. This means there will be very frequent updates that add more content and features. There will usually be at least 1 update every week, for the forseeable future.
User feedback
I love to hear your ideas and experiences! I'm online most of the time on Discord and I'm happy to hear feature requests and ideas.
Current features
- Campaign mode (New episodes will come with new updates, we're aiming bi-monthly)
- Co-op zombie survival mode, with deployables & buyable upgrades
- Map & asset editor - allowing you to make, play, and host your own maps.
- Team deathmatch
- Capture the flag
- Multi-team deathmatch
- Dedicated servers
- A big arsenal of weaponry
Planned features
- Many more different zombies in zombie survival mode
- More challenges, puzzles and less linear campaign mode
- More game modes (Bomb defusal, team base defender, king of the hill)
- Much more weaponry (C4, landmines, deployable turrets, airstrikes, killstreaks, melee weapons)
- Humiliating finishing moves
- Extended zombie survival mode (different waves / deployables / weapons / locations to go to / vehicles)
- Linux / Mac builds
- Better performance on old hardware
A more specific roadmap can be viewed on the website.
Development
The game has been in development for the past few months, and I think I'm at a solid base. There has been a lot of positive news from the open- and closed beta test community.
This doesn't mean it's done! The game will undergo updates as we go, from bugfixes to new content to performance improvements. I'm a solo developer that hates sluggish games, and gameplay is the number one priority for me. Getting the game to run great and feel smooth on every machine is an important goal for me.
So far I've been making this game on my own, with testing help of the closed-beta community and the map-building skills from a friend.
MINIMAL SETUP
- OS: Ubuntu 16.04
- Processor: 2GHzMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: 1GB VRAM
- Storage: 250 MB available space
- OS: Ubuntu 18.04
- Processor: 3GHzMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: 2GB VRAMNetwork: Broadband Internet connection
- Storage: 250 MB available space
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