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Undead Shadows Beta Released

by Adam Beer · 11/20/2014 (9:14 am) · 7 comments

After lots of hard work it if finally time for a controlled release of Undead Shadows into the wild. Just getting the build into beta status has been fun...Originally I was going to use genEpak to pack up each directory (art, scripts, etc.) but after some testing I found that Torque wasn't able to stream the vorbis video I have for the menus or the navigation meshes. After separating those I then found that FMOD was throwing errors about not being able to load files. Then the real kicker came in, after the loading screen the screen turned black and loud static started screaming in my headphones. Needless to say I'm sticking with just compiling scripts and removing the DAE source files. I also noticed that as soon as the material.cs files compiled, the traffic lights in the Downtown Quarantine level all turned green - when they have been off the entire time I've been developing. Not sure if this is a sign or a bug, but for now I'm taking it as a sign.

As for the beta, I have setup a web portal that handles all beta applications and limits the number of signups so that me and my QA guy can manage things a little easier. To download the beta, just go to www.undeadshadows.com/beta and fill in the information. Once you're done and your application is approved (its instant) you will be redirected to the store where the download will be available on your My Account page. Also on the My Account page there is an icon in the Beta Programs section where you can submit feedback and bugs.

I really want to thank the GarageGames community for their support and dedication to T3D. Without everyone here, there's no way I would have been able to get to this stage. Hopefully with the full release of Undead Shadows in the near future and the growth of Airship Dragoon and all other games made with Torque, we can help strengthen and grow our community even more.

#1
11/20/2014 (9:26 am)
Congrats on getting to a beta release!
#2
11/20/2014 (2:44 pm)
The navmesh stuff may be due to me being incompetent and using raw C++ file calls when saving/loading, rather than Torque's filesystem abstraction. Noted.
#3
11/20/2014 (8:24 pm)
Congratulations on your milestone.
#4
11/21/2014 (1:00 am)
Well done!
#5
11/21/2014 (2:57 pm)
Adam,

Good to see you active again. Downloading the beta now. Grats on the beta! I am sure I will break it somehow ;-) OH YEAH... might I remind you.... you are INTERFERING with my FarCry 4 Time right now! LOL ;-)

Ron
#6
11/22/2014 (5:41 am)
congrats! Will check it out!
#7
11/23/2014 (3:24 pm)
Thanks for the support guys! And I apologize Ron, I am looking forward to hearing what you think though :) This marketing stuff is quite hard, I need to figure out how to get the game in front of a bigger audience. Any suggestions for that would be helpful as well!