Dead Awake - Pixel Art, Rouge, Hardcore

I’m currently an artist doing my best to learn how to script in Unity and about a month ago I started a project I currently call Dead Awake. The goal is mostly to learn and also to develop a game that I myself want to play.

Dead Awake
You play as a clone that wakes up from a cryo chamber in a secret underground research lab. All staff have been infected by some strange virus, you know the regular zombie background story. Anways, the goal is to reach the top and get the hell out of there. The problem is, one bite and you also start wandering around like a drooling crazed undead maniac.

Gameplay
Simple and fast controlls with loot, melee weapons and ranged weapons. Weapons deteriorate when used and eventually breaks. Therefor the player is always forced to search for new and better weapons.

Finised Features

  • Ranged Weapons with single, burst, auto and shotgun fire modes
  • Melee weapons
  • Weapon Deterioration and breaks
  • Lootable containers
  • Loot with different rarity
  • Elevator ride between floors
  • Ingame UI with mouse over loot for fast info
  • Intro Sequence
  • Muzzle flashes and bullet shells
  • Blood pools that leave tracks when walked through
  • Interactable doors
  • Simple control hints

Upcoming Features

  • Procedurally generated floor layouts with predefined rooms
  • Security doors that unlocks with codes that are found
  • Player and Enemy animations
  • Improved AI, ability to start attacking doors if locked in by player
  • Improved tutorial, it’s not optimal right now
  • Destroyable lightsources
  • Bullet impacts and effects depending on hit object
  • More GUNS AND WEAPONS!
  • Outro Sequence when reaching surface
  • Possibly adding a inventory slot to ranged weapons to be able to switch between two instead of only one


Play the latest version here

No music no sound.The demo should have both at least.

It’s an unfinished alpha so yeah, there is no sound or music yet. I’m an artist and trying to learn to code, audio is something I’ll add in a later stage of development.

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I really like the environment and lighting art, also the menu screens. The enemies need some work so that it’s obvious when you’ve killed them, maybe they can sprawl full length OR EXPLODE LIKE BLOOD PUDDINGS but it’s alpha so I’m sure you know all that.

As for music, I’m about to be on your case about that.

Edit - didn’t realise there was a demo. Very, very shiny art. I died pretty fast and found the controls troublesome (as it’s top-down but with FPS mouse+keyboard setup) but then I don’t often play games like this. Could be a winner.

Looks great man!

Love the work you’ve put into this so far, keep it up.

Ok, so I was going to PM but that doesn’t work, and your site is in a language I have no knowledge of, so - I’m a composer if you need some music.

http://th1swasatriumph.bandcamp.com/ has finished OSTs and https://soundcloud.com/davedextermusic is more unfinished and unreleased stuff. I’m guessing you might want chiptunes or electronica or synth or something, so on Bandcamp there’s The Other Brothers, Gravitation and Star Champion; on Soundcloud there’s a couple of WIP synthtronica pieces.

You can get in touch with me on here if you’re interested, though you might not be at all, in which case just carry on making yo’ shiny game.

Heu: Thanks !
DaveDexterMusic: I’ll contact you when I get to the point where I’ll ned music. I have some ideas of what I want and how I want the music to be integrated but it’s to early to tell yet :slight_smile:

I designed and scripted the functionality for Security Pad UI that is going to be used for locked doors.

The idea is to have some rooms locked that contain awesome loot but require a keycode to open. The keycode is found on a random enemy on the same floor. So it will require some exploration and hunting to find the codes.

Now I only have to make lockable doors and bring up the UI when pressed and figure out a way to decide what enemy to drop the codes :wink:

Security Codes for doors are integrated and working. The code gets generated each restart at random and the door unlocks when the player inputs the correct code.

Next is to put these codes on random enemies on the floor and have them drop it when they die.

Looks pretty neat so far. Based on that Gif of you shooting enemies, I was thinking you could make it a bit more clear that the enemies died, maybe by having the head roll up with the eyes X’ed out, just a suggestion.

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I’m gonna add the correct enemies and player sprites later on with reak death animations and such. Just haven’t gotten there yet. But yeah it is really unclear right now when enemies dies and attacks :slight_smile:

Tonight I fixed so enemies drop PDA’s that can contain story elements or security codes for doors on the current floor.

The codes are stored and displayed in the security pad UI so it’s simple to see what codes the player has found.

Have also fixed some other stuffs like lights that can be destroyed and such…

Try the latest version HERE

PS. Still only one floor so the elevator doesn’t do anything…

I have been working on a procedural layout generator for each floor and I got the first version “playable” today. Still has a bunch of bugs and need some polish before I can post a version with it but it’s starting to look promising!

It was the most challenging feature yet and I’m real proud that I even got it half-working :smile:

Got the first playable version with procedural floor layouts working! Still some kinks but should be solveable.

Heres three different layouts that got generated. It only builds to the right since I haven’t finised all room types and I have no rooms with exits to the left yet :wink: Will fix some more rooms tomorrow and see how it turns out.

Generation takes about 1-2 seconds right now and runs on the fly.

Play the version with procedural floor layouts HERE

So I fixed some bugs in the generation, optimized some scripts (the enemyAI was sucking the life out of my CPU when generating large levels). Below is a gif where I generate some different layouts in a floor size of 40 rooms.

There is still a big freeze when all the rooms get activated but I might be able to solve that later on.

Will fix some features I have planned now such as two slots for ranged weapons, a health indicator, more melee weapons and also the ability to fight with your hands.

Latest version playable HERE

edit: i noticed a bug when recording the gif, seems that rooms gets added over the intro room. This doesn’t happen in the game, just used the wrong function when capturing to gif :wink:

I didn’t like that players always had to throw away cool guns because they didn’t have enough ammo so today I added two slots for ranged weapons.

To switch between weapons use TAB. I need to think about the controls and improve the “tutorial” some day but untill then here are the control scheme:

Mouse 1: Melee Attack
Mouse 2 (hold): Aim Ranged Weapon
Mouse 2 + 1: Fire ranged Weapon

F: Interact
Q: Throw Melee Weapon
Q + Mouse 2: Throw Ranged Weapon
TAB: Switch Ranged Weapon

Latest version playable HERE

“Finished” support for multiple floors with procedural generation. I have some issues as listed below but I’ll sort those out later on.

Bugs:
• Crash at last floor (need to add outro room and sequence)
• All elevators say that they are at floor 1
• Elevator doors flicker when generating next floor and can be opened before the elevator arrives.

PLAY IT HERE

I added a highlight to lootable objects to make them more visible. Also added the first melee weapon the player will get, a screwdriver… Tough luck…

Feedback is wanted so if you have a few minutes please play the game and tell me what sucks and what doesn’t :smile:
Latest version playable in browser HERE

Changed my mind about the art and started changing the game to pure top down instead. Solves a lot of headache and I kind of like it better.

Hey man! I think I saw your game over on Polycount a while ago. Good to see it here as well now. Pretty good progress so far.

So, I tried playing the demo twice with laptop controlls and failed killing the very first enemy, so I’ll give it another go later when I got a mouse to aim. As first enemies go, these zombies might be a little bit too fast and take a surprising amount of hits. And because they hit like a trucker your srewdriver is damn near useless. Maybe add some knockback to melee weapons to allow some crowdcontroll. Also it’s not really clear atm when you get hit. Some hit indication would help a lot.

The movement controlls feel extremely slugish and unpercice. That might have to do with framerate but even then. A 2d sprite game should not tank a mediorce laptop. Are all those lights actual unity point lights? If yes you might want to consider using just textures or bake your light somehow.

The art itself looks pretty darn nice and it already got a lot of atmosphere. Most assets are very well done, just the big door leading out of starting area just didnt really look like a door at first. Took me way longer then I’d like to admit to figure that out :smile: Maybe just put an arrow on the floow pointing towards it or something?

Anyways, very good progress, keep it up and good luck!

oh, and @ HardTarget
… no!