We, like you, are waiting for the release of the game, and we are doing our best to make this happen as soon as possible. From the very beginning of the project, we set ourselves a certain level of quality, and professional pride doesn't allow us to fall below it. Having comploeted all the main gameplay components, we are making the “polishing pass": remaking AI bots to become worthy opponents, redoing character animations, improving the interface, working on sound design, and, of course, we continue to fill the game with graphic content.
However, we simply need a little more time - we do not want to release an unfinished raw product, justifying ourselves with the words "well, this is early access!" or “they'll buy it anyway!”, we want you to have a full-fledged interesting game even at the early access stage.
Therefore (and it was a hard decision, believe us) we decided to postpone the release date of the game to the first quarter of 2020.
And in order to dispel the sadness from this news a little, today we are starting to accept applications for Deadside closed tests, the first round of which will take place already on the eve of the New Year! To be able to get to the test, you need to fill out the form: https://forms.gle/PdtJyokn5Ajazaca8
If your application will be chosen, we will contact you by e-mail specified in the application form.
- Who are we? - We're survivors! - What do we want? - PvP and swag! - Where will we find all this? - In the city by the sea!
A two-minute walk from the central safe zone is a quiet port town "Beregovoy". ("Coastal town") Beautiful sea views, cozy rusty playgrounds, ruins of a shop within walking distance, PvP and other amenities - all this you will find here!
Project Deadside along with another 4 games won the Grand Prix in the competition developers on Unreal Engine. We attended the Dev Gamm conference in Minsk and participated in the awards ceremony from Epic Games, Kefir and other sponsors of the competition.
Thanks to everyone who supported us throughout the competition!
This video will spill the beans about our progress on the Deadside game. We will tell you about some modifications we made to the Unreal Engine 4 - about subsystems we developed to make the process of designing the PVE part of the game easier than ever before. And then, finally, you will see the our top-secret all-custom AI Sight subsystem!
- Who are we? - We're survivors!!! - What do we want? - To survive!!! - What do we want even more? - Mmm... Lots of rust and dirt? - Right!!!
The car park is to create a gaming environment is expanding and this time we had a VAZ 2108. Almost new!
As for the car, which will be able to ride with the wind and a little lie on the side of the road, at the time of early access planned 2 vehicles - UAZ hunter and Niva (VAZ 21213)
Friends, in continuation of our previous post, we decided to show the optimization results with live numbers in our small test video.
During testing around the player spawn 100 bots that move in large groups on random points of patrol. The radius of spawn bots is 150 meters.
The test was conducted on Ryzen 5 2600, 16Gb RAM, Radeon RX580
We deliberately test performance not on top hardware, so that the tests are as reliable as possible and close to the recommended requirements of the game.
ATTENTION! IMPORTANT! This video has a technical nature and does not show the real gameplay. What you will see in this video is an artificially created extreme situation in terms of the number of characters in the frame, to test the maximum possible load on the client. In a real game situation, you will not immediately see such a large number of freely moving bots, as in a "real" game situation it will be impossible to cope with them. A sufficiently large number of bots can be seen only on hard level missions (30-40 bots.)