@AnderssonKev Have you tried Inheriting a configurable amount of the velocity at the point of launch and while airborne dampen out more of the component of your total velocity which is tangential to your input movement direction? Love using smoothCD to achieve this.
Dead Island 2 has sold "well over 2 Million Units"
• First Weekend sales of 1m "exceeding management expectations"
• Biggest Launch ever for Deep Silver in Units and Revenue
• "It is rewarding to see that the decision to give the studio time to polish the game has paid off"
Super stoked to share the release of the #deadisland2#ost. It's been an honour to have been on the DI2 journey since 2018 and I'm really proud of what we've made. The OST has awesome contributions from @feelformusic and @rosstregenza. Big thanks to them also. Go take a listen!
Slightly awkward that this made it through all of our verifications. The story behind this is that a development blueprint node is still active in our shipping builds. It happens. It is a good example of one of the many content validation strategies we employ to maintain the ..
@TrevorDikes Hey Trevor, no it’s all good. It actually triggered an internal debate on how this was still happening. We were laughing as it’s the debug that keeps finding it’s way back into the build. We have literally deleted the text now.
..Integrity of our builds and ensure content creators and QA get to see these types of issues. Moving forwards we are investing in more in-editor/game validation feedback.
Dead Island 2 is HUGELY underrated and @DSDambuster should be praised for releasing @deadislandgame on most platforms and having NO OPTIMIZATION issues at all across the board!
Amazing combat, gorgeous graphics and a consistently fantastic 60FPS!
COMPLETELY STANDS OUT when you look at the competition 👀
Want a game to jump into that starts straight out of the box?
Go get yourself a copy of @deadislandgame!
You won't regret it!
@PLAION_UK@DeepSilverUK
Over one million Slayers have now touched down in HELL-A since @deadislandgame's launch last Friday.
We can't quite put into words how happy this makes us.
Thank you to everyone who has picked up our game! ❤️
2/2 A LOT of focus and engineering went into the load-balancing systems and optimisations needed to support a multi-generation,multi-platform,multi-player simultaneous release of the game. Hope to be able to share some of the strategies and techniques at some point in the future.
1/2 I have been up since the early hours reading through comments and watching videos. Honestly, there is so much love for #DeadIsland2 and @DSDambuster studios. I’m so pleased with the response. I’m particularly proud of the @digitalfoundry analysis.
https://t.co/M0QbauXva5