Just Death - Steam Page + Game Trailer

Published February 16, 2016
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Hey guys, I've uploaded the trailer for my latest project, Just Death (http://www.JustDeath.com), and the Steam page is also LIVE for you to check out. If you don't know, Just Death is is an "Open-World Sandbox Crime Game" set in procedurally generated cities. There's a bunch of info on the website so check it out :-)

Here is the link to the Steam page: http://store.steampowered.com/app/336210

Ok, a picture is worth a thousand words - and you know I love posting screenshots - so that means this trailer is worth, like 1,797,000 words. Word.


I should be set to release the project, in Early Access form, in the next 2-3 days. I'm still working on adding more features to the "online open city mode" for the very first players (whose feedback I'm very much looking forward to). In addition to the 3 offline gameplay modes (Vigilante, Bank Heist, Gang War), to support the "Online Open City" mode - I've got game servers setup in NYC, San Jose, Sydney, and Amsterdam.

If you're a game developer who appreciates the sh*t load of work I've put into this, writing the engine/game and all that jazz, all by my lonesome, I'd appreciate it if you'd pick up the "Dev Support Edition" from the homepage (http://www.JustDeath.com) for a few bucks more than the regular Steam key. I'm expecting it to be in Early Access for about a year or so. I've spent ~two years on it so far, and maybe 6 years on this engine (utilized through other games obviously).

I'd be glad to answer any questions anyone has. As always, thanks for your support - and none of this would be possible without GameDev.net, so I sincerely thank you guys.

- Dan
dgreen@radioactive-software.com

12 likes 5 comments

Comments

Aardvajk
Even by your standards, this looks insane as a solo project. Best of luck with the sales.
February 16, 2016 08:19 AM
dgreen02

Even by your standards, this looks insane as a solo project. Best of luck with the sales.


Thanks man, I think this will be lost on the end-user though, I appreciate your comments as a guy who knows what it takes to make "the pixels-dance" lol.

- Dan
February 16, 2016 10:59 AM
Aardvajk
Ah, yes, users. Who try to play with a cheap onboard GPU and complain you didn't "optimise things" enough.
February 17, 2016 07:30 AM
slayemin

Wow, looks nice! It's really impressive that you wrote the engine yourself, I know how much work that takes!

The only thing that noticeably stands out and bothers me slightly is that when the camera is moving through the rain and snow, the rain and snow particles move with the camera. So if you're doing a high speed chase cam, the snow particles travel with the camera and lazily float down to the ground.

February 19, 2016 03:46 AM
dgreen02

Wow, looks nice! It's really impressive that you wrote the engine yourself, I know how much work that takes!

The only thing that noticeably stands out and bothers me slightly is that when the camera is moving through the rain and snow, the rain and snow particles move with the camera. So if you're doing a high speed chase cam, the snow particles travel with the camera and lazily float down to the ground.


Yes. It is one of 50 things that bothers me about this trailer lol. :-p

It was done to solve the problem of particles spawning in front of your face, which was way more noticeable than the stationary nature of the particle system IMO.

When you're doing a totally gpu based particle system like this in a game where the camera can potentially move huge distances or very short distances, I decided it looked better in "most" situations to have the entire weather particle system shifted by the camera's origin - otherwise there were issues with gpu collision on interiors [ how the snow/rain collides w buildings and does't rain in the banks/spawns ]. Not sure how to describe it, but you could move quickly to a location and get a "dump" of particles.

The way my weather gpu particle system works is by rendering the position/velocity of each particle into "ping-ponged" velocity/position textures...This allows me to do over 1,000,000 particles, though the video shows 65,000 particles [ user can slide or select through dev console ].

I'd like to write a post about my particle/weather system in the future - the quality of the rendering will also improve in the future.

- Dan
February 19, 2016 04:28 AM
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