Showing posts with label Steam. Show all posts
Showing posts with label Steam. Show all posts

May 29, 2015

Shark Attack Deathmatch 2 is now avalible on Steam early access




We are excited to announce that Shark Attack Deathmatch 2 is now Available on Steam Early Access. Please support us and visit our store page below.

Shark Attack Deathmatch 2 captures the thrill of underwater multi-player mayhem.
Players hunt each other down in various scenarios and game modes with the constant threat of terrifying sharks joining in on the bloodshed,.This heart pounding experience will have you constantly on the edge of your seat.

Brutal Multiplayer Combat
Multi-player combat in Shark Attack Deathmatch 2 is intense. Up to 8 Online Players battle it out against each other with the added threat of terrifying sharks joining in on the mayhem.

Single Player Survival Challenge
Survival is a single player experience where players take on a constant onslaught of some of the most terrifying beasts in the ocean. Every encounter you survive could have you climbing the global leaderboard for prestige and world domination.

Breathtaking Seascapes and Levels
The combat zones are breathtaking and each offer a unique experience. Whether it be hunting down the Ragged Tooth Sharks in The Boneyard, Surviving brutal attacks in the flooded New York City map in Tsunami or fighting amongst the carnage of Wrecks and Reefs. New maps will be released constantly during the early access process.

Character Customization
Players have complete control of all their gear. Personalize Wetsuits, flippers, goggles, tanks, snorkels and more. Create your own signature look that other players recognise and will soon grow to fear.

Terrifying Sharks and Creatures
Jump straight into the action and take on a variety of terrifying sharks. Great Whites, Ragged-Tooth's, Bull Sharks and Black Tip Reef Sharks when provoked will hunt you down and become your worst nightmare.

Tons of Game Modes Planned - Play as the Shark
We are still in early access but we have a fantastic roadmap of exciting game modes. Included in this is a shark game mode where players will have the opportunity to play as one of these terrifying beasts and rip on-line players to shreds.

October 03, 2014

Building Terror





Over the last few weeks we have posted on individual aspects of the Sharks like the AI, Damage or the procedurally generated Animations. When we set out to do this next gen version we really wanted to raise the bar on the last version, not only just to blow peoples expectations Out of the water ( brilliant pun )but also to really push ourselves and see what we could achieve. We close this week off with Shark Attack Deathmatch in such a awesome state. The sum off all these small individual parts really came together this week and we were able to see how special it is turning out...special and terrifying!

A really cool feature that was added to the sharks behaviour this week is the "side bite". As the sharks swim past you they will twist their head to the side and snap at the player to try rip out a chunk of flesh. The addition of this behaviour really builds up the jump scare factor, even when side bites miss seeing the teeth and hearing the rush of water lets you know how close you were from being torn apart, it leaves you with a unsettling feeling.

On top of the Rag Doll system we have in place for the sharks death, Ed whipped up a great dissolve effect that removes dead sharks from the map elegantly ( before we would just make them vanish instantly). Its a small touch but really adds to the polish.

This week i started on the first official map, all the screen shots you would have seen before have been from our test map (these were mostly test assets that were thrown together to test functionality or are assets from the first game). I will share more details of the new map next week and cant wait to start showing off more screens and videos. The map should take around 2 weeks or so to wrap up.

September 26, 2014

Great White death!



This week we carried on from where we left off last week with the new shark damage system, we implemented it for all the sharks in the game. The sharks now also visually react to a players shot by slashing there body back and forth, blood also seeps out of the sharks wounds for a short while making it easier for the player to know they have made a successful hit. We also made it that if a shark bites a player the players blood is visually shown around the sharks mouth this also allows other players to see that the shark made a successful attack on the player.

The above screenshot shows a dead Great White lying on the ocean floor, this is another new feature we added this week. The sharks now have their own "ragdoll" system which allows them to drift slowly to the ground on their death and correctly land on uneven surfaces, it looks great and is a huge upgrade on the old Xbox 360 version where they didn't animate at all on death, just floated for a few seconds and disappeared. The screenshot also shown the new player gloves Neil added.

We also managed to add a great new visual effect this week called Sub Surface Scattering, which allows sunlight to penetrate the surface of a translucent objects.

In this screenshot you can see the players flippers without the effect. The sun is behind the diver which is why the legs and flippers are dark.


This screenshot has the effect turned on, you can see what a massive difference it makes, it definitely adds to the realism. We have also implemented it for the Turtle and the Yellow Moray Eel.
 

September 12, 2014

Great Whites Ver 3.0


We close off this week with some big milestones under our belt. Our animation system is back up to speed with all the issues we were having with it all but gone and its much quicker to get new creatures into the game now. The sharks animations will be procedurally generated and take into account movements made in the environments ( so when sharp turns are made the tail reacts appropriately).

After rigging up the Tiger Sand Shark (Ragger Tooth) and with the new animation system we were completely blown away, its incredible to watch as it eerily moves through the test scene. We also tested out a new Shader for the shark skin and the results are also amazing. With the bar being raised on the Tiger Shark it led us into a rather annoying problem....the great whites we had done in the beginning of this next gen upgrade were good and we loved them but next to the Ragger Tooth they were not great ( pun intended). So i ended up reworking them completely (model, texture, skinning and rigging). Despite having tons of reference photos its extremely difficult to capture the balance between a fast agile shark and one which looks intimidating and scary in the game. I think i went through about 5 revisions before we nailed it completely. Its was a frustrating process and one we did not plan for, but man oh man does it look awesome now and i am so glad we did it.

Next week the biting morph targets will be added as well as the effects around when a attack takes place. We have some really cool ideas on how we can push the suspense and horror elements during shark encounters, i cant wait to see/hear how it turns out.

September 05, 2014

10 Ways to Skin a Shark



This week ended up being an extremely frustrating one, we made progress, but it was more like baby steps as opposed to the big leaps and strides we made throughout August .Every Monday morning Ed and I have a quick stand up meeting and plan out the weeks tasks get them down on a white board and use that to update our project tracking system in more detail (we use Pivotal Tracker). It might seem a bit overkill to for 2 guys to be using a tracking system but we have found that it keeps us motivated as we close off tasks, helps us get a better idea of the mountain of work we need to get through and is also a great place to track our bugs.

Ed had hoped to wrap up the Great White Shark Attacks this week but unfortunately we decided to move that out to next week. A major reason for this is that we need relook at our animation system.
It currently looks absolutely amazing but its very difficult to setup so making tweaks and adding new sharks means a lot of rework/work.We got some great idea's around and should allow us to surpass the old system.

I spent a large portion of the week setting up Bones and Skin Weights for the Tiger Sand Shark.
Turns out there are more ways to skin a shark than i thought, After watching some great tutorials i am a lot more comfortable with a technique called weight painting and weight blending. It really is powerful and now i am able to get great fleshy rolls and smooth bends around bones/joints that i wasn't quite nailing before.

So what did we manage to get done this week. We managed to optimise the lighting system we have in place and get it running back over the 100 FPS mark with no loss in visual quality. We got the Green Sea Turtles in this week along with our Leopard Eel. Both look incredible and add so much life to the scene. We also managed to knock off some annoying bugs and get the game back to a stable build.

Next we plough ahead with the new animation system, wrap up the shark attacks and add the Sand Tiger Shark to the game.

August 29, 2014

The Hunt







Another week done and dusted and the game is another step closer to its release. Shark Attack Deathmatch has now moved into a very dangerous development phase.Its at the stage of the project where things really start coming together. Every time you fire up the game to test a new feature or small tweak you end up staying on a little bit longer than you should, you end up swimming around really taking in everything in and taking stock as to how incredible the game is looking. Its a good problem to have.

This problem was pushed into overdrive with Great White Sharks with our new Hunt AI being added into the test level. Its incredibly difficult to breath life into digital creatures, they not only have move and animate realistically in their environment ( that's a given) but in order for it to really be believable and create the Awe/Horror moments there needs to be a sense that these creatures are thinking and reacting to to you and the world they are in .We really want our Sharks/Shark AI to raise the bar and capture the incredible beauty and the sheer terror that sharks can induce.

The devil is really in the detail and its something we pride ourselves on. The Sharks have animated gills that flex and relax as they move.The upper and lower jaws unhinge and the gums peel back over the jaw to expose bared teeth during bites. We even have sucker fish that latch onto the sharks.

Next week Shark development continues and we going to get stuck into a 1 week a polish and a performance pass. We still have a few months to go but its always good to fix annoying issues that have been floating around, and make sure the game is running optimally.

August 22, 2014

Clever Sneaky Sharks


Its incredible to see how many improvements we are making over the first version of Shark Attack Deathmatch and this is not just limited to visuals and animations.

Eds primary focus for this week was building a better Base AI Navigation system. This will drive the behaviour for all sharks, fish and other creatures, a major challenge with this is ensuring that underwater life moves through the seascape believably. With most FPS games enemy movement is primarily 2d (forward and backwards, left and right). With SAD there is the extra dimension of creatures being able to swim up and down ( creatures need to glide through the water at varying angles). Another aspect to consider is that sharks generally always move forward and have a limited space to turn around, this really throws a spanner in the works when you are wanting them to explore underwater wreckages, coral reefs, caves and not get stuck or move unrealistically.

Ed has managed to come with a incredibly slick solution which is not only fast but will also allow us to expand on it massively and create unscripted cinematic experiences that should blow peoples expectations away.Work on this will continue next week as new behaviours and the actual attack mechanics are added and tied in with animations.

I spent a large portion of this week, tying up loose ends on SFX , adjusting of animations and textures and building Great White Gibbs ( bits of dead sharks) and doing final polish on the Manta Ray. Another aspect which i spent a lot of time looking into was our new foliage system. I still have to adjust many of the plants/seaweeds that we currently have in the game to work with the new system ( next weeks task) . Plants will now sway gently in the ocean currents, some of the longer plants will now be effected by the players as they swim through them or near them ( bend and sway as if touched and slow movement down). The tests so far look incredible and will give so much life to the environment, we cant wait to show you guys.

August 15, 2014

Weapons for the Beta are now Complete

We have reached a pretty big development milestone, Our weapons and pick-ups are complete!
For the last few weeks a primary area of our focus has been on getting a whole bunch of new weapons into the game. In the first Shark Attack Deathmatch we only had 3 weapons (the spear gun, a knife and a flash bangs. There were no specific animations for shooting and reloads were simply dropping the gun out off screen and bringing them back up with a new spear. Things have changed massively.

For this next gen version we really wanted to stretch ourselves. Each weapon has specific animations for reloads and secondary animations when shots are fired. A major challenge was making sure that the new weapons we created would still feel like they belong underwater and could functionally work. Another challenge was making sure that each weapon sounded great and again we needed it to sound believable (sound like it was fired underwater). Another huge area of focus was on some pretty insane effects, bullets and spears cut through the water leaving trails or distort the water. God-Rays burst from explosions, shake cameras, light up player goggles and send out a massive water ripple knocking players back. It looks awesome!

This is the weapon list for the first Beta
  • Diving Hunting Knife
  • Spear gun
  • Rapid Fire Spear gun
  • Under Water Grenade Launcher (kind of like a shotgun)
  • Trigger Explosives
  • Flash Bangs

August 08, 2014

Explosive Week


We picked up from where we left off from last week and continued pushing ahead with the weapons and pick ups. Ed is raising the bar with some awesome effects on the Flash bangs and Trigger Grenades, I hate to use puns but its really going to blow peoples minds when they see it.
I have one more weapon to wrap up, the modelling is pretty much done so its just texturing and loading/hand animations.

We are still on track to have all the weapons signed off by next week Friday despite a massive distraction...our Oculus DK2 kit arrived!!!. The DK2 is a massive improvement over the last headset, they have done a great job eliminating that nauseas feeling with the higher res screen, positional tracking and more responsive head tracking. We going to setup a game dev jam over a weekend and will really get to play with it properly. Once we wrap up Shark Attack we will definitely look at integrating a VR Game mode for the game.

Next week we will reveal the full weapon listing and details about each but until then here is a pic of the new headset. 

August 01, 2014

Monster Week




This week was a massive one for us as we continue to plough through long lists of tasks for Shark Attack Deathmatch. The game is shaping up nicely and we are about 2 weeks away from wrapping up all the player weapons and item pick ups. 

We spend a fair amount of time iterating and tweaking everything to make sure that things that would typically be boring have a "that's cool" factor. The amount of polish and detail we are pouring into every aspect of the game makes some of the smaller tasks more painful but it's really taking things up a notch.

I managed to get a update out for Greed City this week as well and we hope to take some time next week Friday to plan and design some new cards for the game.

On a side note our Oculus Rift Dev Kit 2 is held up in Johannesburg waiting for some unknown documentation required for import, hopefully that gets sorted out soon so we can start playing around with it.

The above image is a WIP shot of one of the Great White Sharks you will be going up against in S.A.D

July 25, 2014

Shark Attack Deathmatch Next Gen progress!

Back in March we submitted Shark Attack Deathmatch for Greenlight on Steam, we were amazed by the response and the fact that it took just under around 4 weeks to get Greenlit with almost 20 000 people saying they would buy the game! Since then development of the Next Gen Shark Attack Deathmatch has been progressing nicely. 

This weeks 
main focus was adding a new weapon into the game as well as some intense blood effects.
We working hard to get a beta build ready to launch on Steam Early Access possibly by September for player feedback before we launch officially.

The new weapon is a Spear Gun that can fire projectiles a little fast than the standard gun that players are used too. Here is a quick preview render of the RFS (Rapid Fire Speargun)


March 17, 2014

Shark Attack Deathmatch on Steam

Help us bring a new improved version of Shark Attack Deathmatch to Steam by voting for it HERE