

Lighting is a high priority for us to nail as it will naturally play its own part when it comes to building up the anxiety-inducing ambience in all playing areas.ĭespite the darkness and low lighting, our artists aren’t cutting any corners when it comes to texturing Deathground’s playable areas. Now that you’ve seen how our art team have been building up the elements out in the Jungle, let’s talk about what else we’ve been working on indoors.Īs you already know, we’re going for a dark and deadly vibe. When you’re outside in Deathground, it’s any dino’s game. All I could hear was it thundering about behind me, turning around and trying to catch me!” Morgan, Level Designer I immediately ran between its legs to get away. So, when I came in, suddenly I was face-to-knee with the T-Rex! It leaned forward and roared at me. I had completely forgotten that I'd put the T-Rex spawn there. “I came around the corner between two █████████ while sneaking past Raptors. Damn dinosaurs!!” - Ray, Environment Artist It's one thing to get spooked, it's another thing when it happens so unexpectedly, I was just trying to work. I don't think I've ever screamed that loudly before, my partner ran to me to make sure I was okay. I checked out a bridge, checked some cargo containers to make sure they were sitting properly, no weird holes, rain working right and then I turned around to walk through the rest of the space. So, I grabbed the latest build, loaded the engine back up, took a quick fly around and then decided to hop into the game to do a final run-through.

just in case anyone's work had affected what I had been doing and just generally have a final run-through.
DEATHGROUND STEAM UPDATE
It was near the end of the day so I thought I'd update to the latest changes. I would spawn in, check a couple of things, take some notes then quit out and fix any problems. So, the majority of my day was spent running around looking for problems. “I was polishing an internal visual test, to which there are quite a few components.

Until we can show you some gameplay, we thought you’d appreciate some dev stories that have come out of our internal sessions.Ī little studio insight, Ray is usually really chill! Naturally, with all this playtesting, we’ve come across a bug or two. But like most things in life, not everything goes to plan. The Kill System in particular has given everyone a boost to see working. The features are starting to come together now and the world is shaping up. Of course, each department has been running their own playthroughs to test their areas of work, alongside having resident QA testers running through the builds, but we hadn’t played altogether as a Jaw Drop Games family until this summer.
DEATHGROUND STEAM PC
Developer Jaw Drop is only aiming for a PC release at first, but wants to bring Deathground to consoles sometime in the future.Some exciting internal news! We’ve been having weekly playtests over the past couple of months, experiencing all the different cogs we’ve been working on coming together in the latest builds.Ī handful of our devs attempting a “selfie” to say hi to you before splitting into groups for a session.Įnjoy the awkward jazz hands, dino dance moves and a surprise doggo. There’s also a Steam page which maybe lends a little more credence to the idea that Deathground will eventually materialize. It’s on Kickstarter right now trying to raise $100,000 in a month.

However, Deathground isn’t necessarily happening. The three classes are engineer, scout, and hunter. Also, there’s a class component to add an RPG-type feel. It can be tackled solo, but it can also be played in groups of three. Most notably, it’s a cooperative multiplayer game. I’m finally ready for a game to be oppressively stressful again.ĭeathground works a little different than Alien: Isolation, of course. I’ll revisit that but with the inspired choice of dinosaurs. It’s the rare piece of Alien canon that felt like it accurately captured how imposing and frighting and absolutely terrible a Xenomorph should be. Six years ago, Alien: Isolation was one of the finest video games I’ve ever played. Similarities, there are many - but they only ratchet up my excitement for Deathground. Hell, there’s even a mechanic for hiding inside lockers until the threat takes its hunt elsewhere. Check out that motion-detection scanner that’s extremely reminiscent of the one in Alien: Isolation. Look at how the raptors stalk the humans just like the Xenomorph cleverly pursues Amanda Ripley to all corners of the Sevastopol. Despite Deathground very clearly trading in Jurassic Park vibes, this dinosaur death romp might have more in common with Alien: Isolation than anything else.
