20 февр. 2022
Undead Development - Ladrik
Hey everyone, I've been working on getting a build to share and was hoping to get into the Next Fest event that starts tomorrow. I've been making a lot of progress but there are too many missing and broken aspects to the demo right now. I'm going to hold off on a public demo for now. BUT I am going to be doing a private beta instead for anyone who is interested in getting an early look at the game.

You can request a beta key through the UD Discord:
https://discord.gg/f66RkePw8s
Just post in the "ud2-beta-request" channel

I'm planning to send out keys this week as soon as I get a working build uploaded to Steam.
Undead Development - Ladrik
Hey everyone I wanted to give you all an update on how things are looking with UD2. Unfortunately, I haven't been making progress as fast as I had hoped so I will be targeting a new release date of Q2 2022. I'm also going to be trying to get a demo ready for the upcoming Steam Next Fest in February. I'm nervous about announcing the demo because I'm not 100% sure if I'll be able to get it ready in time. Getting to share a build with you all and collect feedback would be amazing so I'm going to try my best to make it happen.

If you haven't already you can check out the UD2 store page here: https://store.steampowered.com/app/1587920/Undead_Development_2/

Thanks for the kind and supportive messages! ːcozyjunimogreenː
Undead Development - Ladrik
Hi everyone, I'm excited to officially announce to you all that Undead Development 2 is coming and the Steam page is now live.

https://store.steampowered.com/app/1587920/Undead_Development_2/

I am targeting an Early Access release date for the end of 2021. It's possible there will be delays but this is the goal I'm reaching for right now. I will also be releasing a free single-player demo ahead of the Early Access release similar to what I did on Itch.io for UD1.

A quick note. While UD2 will support the mouse and keyboard, It's very important to me that the VR mode doesn't feel like a secondary add-on. The VR experience is a priority. There is a lot missing from the Steam store page, I'm just showing off what I've managed to accomplish so far.

I also want to thank everyone who was supportive in the last update announcement. I really appreciate it. Your positive comments really help motivate me to keep going. <3 <3 <3
Undead Development - Ladrik
I’m sorry I haven’t been engaged and the updates have slowed. I have felt stuck. I am not satisfied with the game, but currently it is extremely difficult to expand on and improve the current game. I made a lot of mistakes in how I handled the overall architecture of my code. I am not a professional programmer, I am slowly learning how to do this. My mistakes have made it so that bugs are very hard to fix and new features or additions I want to add take way more time than they should. That is why this patch I am releasing is going to be the last content update for UD. Everyone’s feedback on the game has been amazing but I have felt really bad because so many great ideas are too difficult to implement in the current project. This update adds a final completable level, Steam achievements, and trading cards. I will be monitoring the update for major issues and UD will be leaving Early Access soon.

I have no intention of leaving UD here. I have learned a lot over the course of this project. With everything I’ve learned I know I can create something of much bigger scope. But the only way I can do that is in a fresh project with better planning and a complete code rewrite. I don’t want to promise any features but I will be focusing on multiplayer support among many other large changes and additions. That’s my plan right now. I’m sorry I couldn’t deliver on a more polished, bug-free game. For my own sanity and so I can create a much better game this is what I need to do.



v1.0

New Final Level
-Defend the home base and wait for evacuation in a final completable level.
-Hard Mode version.

New Steam Features
-Steam Achievements
-Steam trading cards, badges, emotes, and profile backgrounds.

A number of small tweaks and improvements.
24 ян. 2020
Undead Development - Ladrik


The main feature of this update is a new item, Electronic Trigger. This new item is a small circuit board that you can connect with any triggerable item in the game. The circuit board will spawn with a remote that can be used to activate any Electronic Trigger remotely by pointing in its direction. When activated using the remote, any items attached to the Electronic Trigger will activate.

Here is a quick video showing off the new item.


If you run into problems you didn't experience in the last patch you can go to betas and try the "previous_patch" or "beta" builds. If problems occur in the new update I will try my best to fix them asap.

I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums.

Update v.96
New
  • Added new item: Electronic Trigger. Attach interactive items to the circuit component and trigger them from afar with a remote.
  • Added ammo magazine that can be used to reload guns even when they are not held. Grab from your hip where the ammo cases are and place (or throw) the ammo onto the gun to reload it.
  • Explosive barrels added to the military map and airport map.
  • New explosive objects added to the loot pool.
  • Added graphics option to disable blood and gore effects.
Fixes and changes
  • Fixed issue with an invisible wall in the military base.
  • Updated SteamVR Plugin.
  • Added Vive Cosmos default bindings file.
  • Fixed issues with remote control tool.
Undead Development - Ladrik


This update adds 2 new maps to the game. An airport level and a military base. A lot of my time is spent fixing technical issues so I'm very happy to get some more content into the game.

If you run into problems you didn't experience in the last patch you can go to betas and try the "previous_patch" or "beta" builds. If problems occur in the new update I will try my best to fix them asap.

I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums.

Update v.95



New Maps
  • Airport: A large open level with minimal natural building resources.
  • Military: An abandoned military base in the desert.

Fixes and changes
  • Fixed an issue when grabbing from the belt where the hand would not detect the collider.
  • Fixed a bug with some objects that would break hand interaction.
Undead Development - Ladrik


This is a more technical update that adds support for the Valve Index. You can now switch to a glove hand model with finger tracking from the gameplay settings options.

This update adds support for Valve's new VR Input system. I also updated to a more stable version of Unity which may help certain players with crashes or rarer technical problems.

In addition, throwing should be significantly improved! I am hoping to work on new maps for the next update.

If you run into problems you didn't experience in the last patch you can go to betas and switch to "previous_patch".

I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums.

Update v.94

Valve Index Support
  • Natural grabbing and throwing added for the Index controllers.
  • A new finger tracked hand model is available from the gameplay options menu.
  • New SteamVR Input system now supported.
  • Updated to the newest version of the SteamVR Plugin.

Improved Throwing
  • Throwing has been reworking and should be significantly improved!

Fixes and changes
  • Updated to a more stable version of Unity.
  • Added sound when player tries to reload and is out of ammo or already fully loaded.
  • Fixed belt turn issue.
  • Fixed bug with saving snap turn settings on click option.
  • Fixed lighting bug in the sewers.
Undead Development - Ladrik


I've been working for the past two months on a save system for Undead Development. I really wanted to get something like this into the game but knew it would be a big technical challenge for me. I'm excited to finally introduce the save system to the live game! My testing ability is very limited so please understand this feature is still in beta but I have done my best to work out kinks before making it live. I hope you all enjoy!

I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums.

Update v.93

Save System
  • Auto save after wave complete.
  • Separate auto save per map.
  • Load most recent auto save from home or during a map.

Detonator rework
  • The detonator that triggers the explosive pack now functions independently.
  • The detonator now works more like a remote, triggering an explosive pack in the direction the device is pointing.

Fixes
  • Fixed bug with nailing objects to breakable furniture.
  • Fixed nailing rotation issue.
  • Improved collision detection when dropping off backpack items.
  • Fixed bugs with pooling objects.
Undead Development - Ladrik


Thanks to recent reports on the forum I have been looking into performance issues. I have discovered some problems that were hogging performance so most users should see a significant improvement in fps. I have also done some general bug fixing as well as some weapon balance changes.

I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums.

Update v.92b

Performance Improvements
  • Fixed some performance issues affecting all levels.
  • Updated some backend systems.

Forest level changes
  • The forest level now uses the new breakable trees from the island.
  • This change should greatly improve performance for the forest level.

Weapon Changes
  • Reduced the firing rate of the bullpup and the uzi.
  • Increased the damage of the uzi, M249, and the minigun.
  • increased the damage of the katana, tactical knife, machete, claw, flamethrower, single shot sniper rifle, and rare-spawn medieval weapons.

Changes
  • Ammo reload is now detected by the hand placement instead of the weapon collider. Placing your controller at your hip will reload.
  • Improved and reworked most of the bullet trail effects.
  • If you return home you will no longer be shown the home tips again.

Fixes
  • Fixed an issue with a ground plane not being targetable for teleport on the Island level.
  • Fixed an issue that canceled teleport if it was double-clicked.
  • Fixed issue where pausing would cause physics to pop and jump.
  • Building objects should no longer highlight the pouch when hovered.
  • Fixed item interactions triggering during the pause menu.
  • Fixed interaction issues between teleport and snap turn.
  • Fixed an issue where the teleport cooldown from the Island level would not reset properly.
Undead Development - Ladrik


Hey everyone, really excited about this update. I've reworked a lot of systems to support a new open style of map. In the new Island level, you can build your base wherever you want and even explore outside of your base during waves. This update took longer than I wanted but it will be easier for me to add new maps like this in the future.

I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums.



Update v.92

New Features
  • New Island Level: A new map has been added to the game that features new gameplay rules.
  • New Open Level System: Build and defend wherever you want with the new open map system used in the new level.
  • New Harvestable Trees: the new map features harvestable trees that can be used to build player defenses. Try using melee weapons to break them down.

New Island Level with Open Level System
  • Players can choose to build anywhere and move freely during all stages of the map.
  • The backpack can be emptied dynamically in front of the player at any time by clicking the trigger on the backpack.
  • Reworked post system (sticking objects into the ground) to be more dynamic and allow for more varied ground types.
  • During waves there is a short cooldown added to teleport locomotion.
  • A lot of systems were changed or reworked to support the new open level gameplay. This will allow me to more easily make new levels in the future and for them to support the new open level system.

Changes
  • Added small vibration when a post is stuck in the ground.
  • Added a controller check for body movement physics to help prevent unintended falling with walking locomotion.
  • Made adjustments to pathfinding system to improve zombies ability to get to the player and reduce the chances of zombies getting stuck.
  • Made the detection of stuck zombies more aggressive.

Fixes
  • Fixed an issue preventing spiked posts from dealing damage.
  • Fixed issue with the vacuum recycler grabbing some held objects.
  • Fixed issue with the bedframe collision in the Old Home level.
...

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