#death3d

Posts and pages on Ape Apps tagged with #death3d
Today I have finalized the code for Death 3D v0.17.0, which should be hitting all platforms in the coming days. This is an exciting update, because it adds a "killer" new feature to Death 3D: experimental stereoscopic 3D Virtual Reality Mode!


VR Mode is designed to work with the type of VR Goggles that you put your phone inside of. See this thread for a full breakdown on how to use VR Mode and what equipment is required. I have personally played through the entire game (all of EP1 and what exists thus far of EP2) in VR Mode and I did not have a single seizure, so I am rating it good enough for public use 😃

On top of the new VR mode, this update makes changes to a handful of maps, mainly increasing the brightness on some of the Episode 2 maps which are pretty dark. I have also increased the default rendering distance on mobile devices, although I still have "Low Quality Mode" set as the default on Android and iOS.

All in all, this is a pretty cool update for Death 3D, and I look forward to improving the VR rendering and possibly introducing new VR games and experiences in the future!

Death 3D is available on Ape Web Apps and on all of the app stores, and you can find download links here:
https://apps.ape-apps.com/death-3d/

#death3d
bastecklein
1mo ago
You probably weren't expecting back-to-back Death 3d updates this month, but that's what's happening as v1.16.0 has now been finalized and should be hitting all markets in the coming days! After the last update, I found myself in a Death 3d mood, and I've made a few improvements across the board. Let's take a look!

Firstly, a small change but one that I think looks a lot better, I have replaced the little "Key Required" popup toast at the bottom of the screen with a new message indicator in the top half of the screen.


This indication area will also alert you when you have found a secret as well as a few other things, but more on that later.

Secondly, the new Map Shop introduced in the last update is off to a reasonable start, with offerings from myself, @stupidsilentandas , @itsliseczeq , and @notnumberone , but two important features were missing. Firstly, downloaded maps were not showing up in the new Multiplayer game creation screen, and secondly, maps would not auto-update. Both of those are now fixed. The auto-update is especially good and very seamless. If you submit a map to the map shop, and later want to make changes, just edit the map in the editor again and choose to submit it to the shop again. The server will recognize that it is an update, and automatically update the map for people who have downloaded it the next time they are in-game.

Next up, I have never liked how Death 3d handled end-of-level events. On a custom map, your player just died, and on Campaign it just jumped straight to the next level. In v1.16.0, I have changed this by adding the new End of Level report!


This looks a bit nicer, and also lets you know if you've killed everyone and found all items/secrets.

Speaking of secrets, the map editor now allows you to deliberately specify an area as being secret. Just right-click on a tile and mark it as secret. In a coming update, I am going to allow you to set any wall tile as a door, so you can make secret passageways easier.

The map editor now also let's you define a trigger as being single-use only. I added this mainly for my Map Shop map called Deadhouse. There is a room where the lights are supposed to shut off when you enter while 3 enemies teleport in, but since the trigger kept activating over and over when you were standing on the tile, the lights just flashed on and off repeatedly. With the switch to a single-use trigger, the light stays off and the battle begins.

Finally, Deathmatch games now have killing sprees, sort of like in Unreal Tournament games. You can even get a M M M M MONSTER KILL, at least from a technical standpoint. I haven't had the skill to actually get one myself yet in testing.

Anyway, that is the lowdown on today's Death 3d update. In the coming weeks I am looking forward to completing the Pegasus campaign and moving on to Episode III - Death on Earth!

And if you haven't tried Death 3d yet, find it here: https://www.apewebapps.com/death-3d/

#death3d
bastecklein
2mo ago
Today I am putting the finishing touches on Death 3d v0.15.0, which comes with some exciting new changes and updates!

First of all, e2m6 - Engineering has been added to the Pegasus campaign.


In this level, you must fight your way through the Galactic Freight Pegasus' main engineering deck.

Next, an exciting new feature has been added to the game - the Map Shop! The built-in level editor has a new menu option Submit to Map Shop, which will allow you to upload your custom map to the Ape Apps server. The map will then be available to download for all users in the new Map Shop browser that is available in the also new and redesigned Play Game screen.


You can make updates to your map and submit them to the Map Shop too, and eventually players' downloaded maps will auto-update. I just forgot to add that part in when I was finalizing the release, but custom map auto-updating will be functional in the next update. I have added the first map to the map shop, Lunar Outpost, which features a Galactic Freight piracy assault on a United Earth lunar base. The map also demonstrates some NPC scripting if you can locate the hidden scientist.

Moving on, the Map Editor now let's you embed custom map tile textures into your maps!


You can add as many custom textures to your map as you like, although they will obviously increase the file size of your map. Custom textures can be used anywhere a regular texture is used, and maps with custom textures are supported in the new Map Shop as well.

The Map Editor has also gained to features for NPC characters. You can now select the weapon that an NPC is holding (or make them completely unarmed). Pairing the custom NPC weapon with the NPC script event to turn the NPC into an enemy, you can now effectively customize the weapon of any enemy (as previously requested by @stupidsilentandas ). I will probably add the custom weapon option directly to enemies at some point, I just haven't gotten to it yet.


NPC's also have a new script action, Explode. This is a ridiculous action that, as the name suggests, causes the NPC to spontaneously explode, gibbing his body and causing damage to nearby players. I am thinking of making an "NPC Funhouse" map for the Map Shop that demonstrates some of the things you can do to the poor NPC characters in the game.

Additionally, you can now add custom text dialog to NPC scripts, allowing you to add an element of story and dialog to your custom maps.

The map editor now lets you set any wall tile to "offset" (or half size). You can find the option by right-clicking on a wall tile on the map.

Finally, there is now spawn/teleport fragging. If you spawn or teleport on top of another player or enemy, they will instantly die in brutal fashion.

Anyway, that is it for today's Death 3d update. I plan on adding a lot more over the coming months, as well as a lot more custom maps to the Map Shop. I will also be further expanding the Map Shop by adding feedback and ratings, so map creators can look at how many people have tried their map and view their feedback. I also want to add multiplayer to the current "single player" game modes, so that you can do a co-op campaign or custom map. I also want to greatly expand NPC scripting, because I have a cool idea for a new game based on the Death 3d engine that takes place again in the My Colony Universe, but plays as a continuous story driven game like Half Life.

And of course, if you haven't played Death 3d yet, you can get it right now on the Ape Market or through the various app stores:
https://market.ape-apps.com/death-3d.html

#death3d
bastecklein
2mo ago
Today I have released Dungeon Infinity, a hybrid first person shooter/roguelike game for Windows, Mac, and Linux!


Download Links: https://market.ape-apps.com/dungeon-infinity.html

Dungeon Infinity is a 3d dungeon crawling adventure game. You start on a remote island that contains a dungeon entrance. You must then fight your way through a never ending series of dungeons, getting more difficult as you go. Along the way you will find new items and weapons to help you. All dungeons are generated on the fly, so that no two playthroughs are the same. Collect loot as you go and earn a place on the global high scores list based on the amount of loot you collect. Has elements of roguelike game play, RPG play, and first person shooter play. Dungeon Infinity is set in the Wizards and Dungeons universe.

Dungeon Infinity was created using the game engine from Death 3d, but with an added auto-map generator. Every level in the game is automatically created as you play, and now two playthroughs are alike.

So where did this game come from? Late last year I started creating a game called Wizards and Dungeons that was based off of the Death 3d engine but with RPG elements and an interactive story. I created a bunch of assets and sounds for the game, but the project ended up being so large and my time so limited, that I realized that there was no possible way I would be completing the game any time soon. So a few weeks ago, I got the idea to use the same assets and code I created for Wizards and Dungeons and merge them with the dungeon generator I wrote for Gone Rogue and Hell and Back. The result is Dungeon Infinity, which is essentially a 3d version of Gone Rogue, but with the RPG elements scaled back a bit.

Dungeon Infinity takes place in the same fictional Elmalad Empire universe that I penned out for Wizards and Dungeons, and if the latter game ever arrives, these two will be related story-wise. I actually have a lot of basic backstory and lore written out for this universe, but actually developing the games is another matter entirely!

Anyway, if you're looking for another free game to try out, check out Dungeon Infinity! It's also available on Ape Web Apps, for those who do not want to download a client: https://www.apewebapps.com/dungeon-infinity/ (it's on the Launcher too, of course).

#dungeoninfinity #death3d #gonerogue #hellandback
bastecklein
9mo ago
Previous to now, Death 3d maps have always been flat, as in all floors and ceilings were at the same height, and all walls were the same height. This made the levels basically flat, similar to Wolfenstein 3d. Today I am happy to announce that in the upcoming Death 3d v0.7.0 patch, the engine now supports map layouts with varying floor/ceiling/wall heights, more similar to Doom. This will allow for far more dynamic map layouts for the upcoming Episode 2 campaign.

Over the last couple of updates, the Death engine has gained floor damage, teleporter, and now height map support. Next on the agenda is support for elevators, as well as custom switches that do other things (lower/raise a floor, teleport in enemies, open or unlock a remote door, etc). These new engine features should make Episode 2 quite a bit more interesting than Ep1 (which is also great, of course).

If you haven't played Episode 1 yet, it's totally free, and you can check it out on Web, Android, Ape Apps Launcher, or Windows 10:
https://apps.ape-apps.com/death-3d/

Or you can watch the complete Episode 1 walkthrough here:
https://www.ape-apps.com/viewpage.php?p=30559

Much more greatness for Death 3d to come!

#death3d
bastecklein
2y ago
I have finally completed Episode 1 - Lunar 3 of Death 3D! Death 3D will eventually have a three episode campaign story, and work now begins on Episode 2 - The Pegasus. While you await Episode 2 though, you can now view a playthrough of the entire first episode on this YouTube playlist!

Or if you want to watch it now, I have embedded the entire Episode 1 campaign into this post. Enjoy!

E1M1 - Breakout



E1M2 - Maintenance



E1M3 - The Warehouse



E1M4 - Staff Housing



E1M5 - Cold Storage



E1M6 - Minimum Security



E1M7 - Officers Lounge



E1M8 - Transporter Room


I do not expect the second and third episodes to take as long to complete as Episode 1, which was created while also building the game engine. Once Episode 2 is complete, Death 3D will be coming to iOS, and when Episode 3 is complete, it will be coming to Steam as well. Until then, you can play Death 3D on Android, on Windows 10 or in your web browser of choice, but the best way to play the game is through the Ape Apps Launcher for Windows, macOS, and Linux. Enjoy!

#death3d
bastecklein
2y ago
Since first coming up with the idea and implementing the engine for Death 3d, I have learned a lot more about javascript graphics rendering, and as such I have decided to undertake the work to completely rewrite the Death 3d rendering engine from the current software canvas model, porting it over to WebGL. This change allows for better performance, higher resolutions, floor/ceiling textures, and dynamic lights, among other things. The work started earlier this week, and a lot of progress has already been made. For example, see below for the same scene, first rendered with the current Death 3d engine, and then below using the new WebGL engine.


The current Death 3d software rendering engine

The upcoming WebGL based rendering engine
Most of the work remaining is related to reworking some maps to be compatible with the new engine. For example, most of the current maps were not designed with lighting in mind, and so in many areas, the placement of ceiling lights either doesn't make sense or just does not exist, leaving rooms either too dark or looking strange. Also, since the old floor casting work was only experimental, most levels do not yet include floor and ceiling map layouts, and those will have to be added to each. There is also a whole new wave of visual improvements that I can add to the existing maps by taking advantage of new features that I have added to the new rendering engine.


The current Death 3d software rendering engine

The current Death 3d software rendering engine
While not many people play Death 3d (yet!), the performance gains made by porting to WebGL will allow me to bring the game to other platforms where it previously was not possible, such as iOS and Amazon Fire tablet and TV devices. And if nothing else, the work done on rewriting the engine has gone a long way towards increasing my knowledge of WebGL programming, and will be helpful to use on other projects in the future.

This is but the first of several changes I have in store for Death 3d. When the new engine is complete, I want to finish off the single player campaign, which is currently incomplete. Some of the existing maps will be reworked, as the new lighting effects allows for adding an element of suspense/fear to the game which was currently not possible. I also plan big updates to the multiplayer game, adding different game types, teams, capture the flag games, and more. I also plan on implementing an always on WebSocket based multiplayer server hosted by Ape Apps, so that even people on the web version of the game can play online multiplayer. There will also be a new game lobby making multiplayer matchmaking easier.

Even though Death 3d is not one of my more popular titles, it is still one of my favorite projects. I used to love making maps for Doom when I was a kid, and that was the main reason I had with making Death 3d (which is why the game has the map editor built-in). I plan to keep improving the engine and adding features until I think it matches or surpasses the old school Doom engine, at which point I may start porting the engine work over to different game genres that I have in mind.

#death3d
bastecklein
2y ago

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Ape Apps is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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