Our New Devlog


This will be the first in a new running devlog for Dead Heat. Updated every Sunday and discussing our progress that week. What we have accomplished and how it will fit into the game.

This will be for us as much as it is for you, helping us keep a running log of our progress while showing off what the game will have to offer as it is being developed. A running log will be very useful for us this year and we have a VERY sharp time schedule; Aiming for an October release with all core features implemented. A daunting task, but with the right management and organisation we can do it!

  • EGX

    On Thursday, we achieved two great milestones. We passed 100 followers on Twitter (Thank you to all our followers! We greatly appreciate your support!) and we were granted an industry pass to EGX Rezzed in London! I (Lee) will be travelling down to London on the 4th of April to show off Dead Heat to publishers and press! This is the biggest opportunity we have ever had and we intend to make the most of it!

    We'll be aiming to have a fully functional demo ready for April. key among these features we hope to have ready is the highlight system; the games core mechanic. We'll be working hard to make this a reality in the following weeks.

  • Light & Shadow

    Arguably the most important aspect of any Film Noir anything is lighting. Without dynamic and meaningful use of light and shadow, it just ain't Noir, sweetheart. This week we implemented something we've wanted since the earliest builds in Game Maker. A lighting engine. The chance to gain access to a good lighting engine was one of the reasons for moving from GM to Unity. Taking advantage of 3D lighting to interact with 2D sprites. Needless to say, we were more than excited about the new addition of intractable light into our game and the results speak for themselves.

    GM Demo

    Unity Demo (Jan 27th)

    The next step will be to add dynamic shadows. This will be tricky to pull off as the shadows need to interact with the buildings, creeping along their walls as you walk down a dimly lit alleyway. Keeping the shadows from stopping at their base will be a challenge, but not impossible.

  • Thank you all for reading our first Devlog. We want to get as much feedback from you fine folks as we can, so please feel free to ask us questions about the project on twitter! We love talking about Dead Heat and would be more than happy to answer any questions!

    Thank you for reading and we hope you'll stick around for more!

  • Get Dead Heat

    Download NowName your own price

    Leave a comment

    Log in with itch.io to leave a comment.