Nonono the development blog isn’t dead. That’s the name of the game. Dead. It’s been in development for over a year now alongside OESE, regular work and life and it’s now getting to the point where it’s ready for the public eye and Steam Greenlight.



What is Dead then? Dead is a top down shooter where you fight ten bosses. I’ve always loved boss fights, especially in the Souls series and that’s what the game focuses on. I wanted the game to be tough and unforgiving, but fair and fun.



What stage is it at now? Dead is in a very delicate stage. The game is complete in the rawest sense. You can play it, fight the bosses, get your upgrades, kill the final big boss and complete the game! Now it’s a case of going through and polishing each fight visually. That’s ten different set pieces, ten visual themes to get right.

Each boss is an event. Therefore, each event needs to be polished to the perfect degree. It’s different to polishing a game with an open world or stages of a themed world. It’s ten set pieces and ten characters that need to be done well and that’s not easy.



So the game is getting a maker over. What’s next? Trailers! Publicity! The tough stuff. It’s always a surreal experience trying to market your game and we learnt a lot from our experience with OESE. Mistakes were made, opportunities were squandered and it was hard to gain any interest. The game is being polished visually, meaning trailers and screenshots have to be handpicked and not all can be revealed lest looking like a bad game.

Hopefully, Dead looks interesting enough to get someones attention!

There is one final piece to the puzzle. Sound and music. As it is the game uses stand in music and I will need a composer to give it the beefy tunes this game needs. Ten boss fights, ten boss themes! This means a budget is needed and that stuff can be scary!

Click to see gif: http://gph.is/2bhq4EA

I will continue to post the development of Dead over the weeks and I will explain in more detail about the graphical polish.