Public Service Announcement

This is an emergency broadcast. This is not at test.

The following message is transmitted at the request of the Global Center for Disease Control and Prevention and the International Defense Force.

An unidentified virus strain is rapidly spreading across the entire nation.

The authorities recommend that the following actions should be taken by the members of the public:

Stay indoors if at all possible and barricade windows and doors. Avoid contact with infected individuals at all costs. Individuals infected with the virus are highly aggressive and and have been reported to bite victims. Bite victims should be quarantined.

The first reports of the virus are believed to have been Angers, Louisiana, Wayne County.

The virus has since spread throughout the state of Louisiana and neighboring Arkansas and Mississippi.

New reports state that independent outbreaks have been reported on in Los Angeles, Washington DC and New York City, but have yet to be confirmed.

This virus is thought to be a mutation of the deadly Gamma Strain, but this has not been substantiated.

This message will repeat.

Zombie Sketch – Infector

The Infector has mutated with two long tentacles instead of hands which he can use to ‘inject’ the virus directly into a player, if he gets close enough or strangle them. He is however a lot more fragile than other classes. The very talented Helge C. Balzer did the concept art.

Transit WIP Screenshots

Dev Diary #1: Graphic Engine

Choosing your game engine is not an easy task. It’s all about informing yourself and making decisions based on what your particular project requires.  These days there are two major game engines to choose from, Unity and Unreal 4. Of course, there’s also the Crytek Engine as well as Amazon’s Lumberyard, but the two later options aren’t as popular for a number of reasons.

We initially focused on Unreal and Unity and wanted to know which one of the two would best suit us and showcase our game in the best light.

Unity has been used to make a number of popular games including Assassin’s Creed: Identity, Rust, Wasteland 2, Hearthstone: Heroes of Warcraft. Unreal on the other hand boasts a number of popular games including Gears of War 4, Tekken 7 and Dead by Daylight, just to name a few.  As you can see, both engines have the pedigree for AAA titles.

With Cold Comfort, we really wanted to get down to the nitty-gritty and break it all down to find the best engine for our needs. A task that seems easy at first, but even after a bit of research it turns out that there are just as many professionals out there that swear allegiance to one engine whilst condemning the other equally!

So, what’s the best engine? Well, let me as you this: What’s better, Coke or Pepsi? Nvidia or AMD? It all comes down to making a choice, and sticking with it.

For better or for worse, we’ve decided to go with Unreal 4.  The main selling points for us were Unreal 4’s advanced dynamic lighting capabilities and a new particle system which can handle up to a million particles in a scene at one time, as well as their intuitive blueprint system. One thing to keep in mind of course was the budget. Unreal Engine 4 recently switched from $19/month with a 5% royalty whenever you ship your title, to completely free with no subscription fee. This obviously makes it extremely accessible to anyone who wants to begin making games. Of course, the 5% royalty still applies, but with a pricing structure like that it really opens up a lot of doors for aspiring game developers. You are required to pay a 5% royalty if you earn $3,000 per quarter per game. So if you have four games that only earn $2,500 per quarter each you wouldn’t have to pay royalties.