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What is Ars Moriendi? (images)

What is Ars Moriendi? (images)
Name:Michael Perry
Date Posted:Mar 21, 2008
Rating:Not Rated
Public:YES
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Blog post
*Notice* - This blog contains images that may take a while to load. Also, this is a MASSIVE blog, so only those who are not feint of heart and interested in learning about the COOLEST SURVIVAL HORROR EVER, should stick around =)


I have about 4 .plans I've saved to post on slow, rainy days. All of them have to do with the game being developed by my Indie team, Zombie Shortbus. Since I cannot foresee any such slow days happening for me....ever again =)....here we go.

Up until GDC I was wearing many hats for this project: Project Lead, programmer, recruiter, website developer assistant, designer. We pretty much have a person in each of these roles, but I was trying to lend a hand in each area until I could build up the team. Because of the events that occurred at GDC, I've come to realize that I cannot write documentation for GarageGames, work my day time job, and perform multiple positions for Zombie Shortbus. One would most certainly feel OVERWHELMED

First and foremost I am a game developer, and want to get a project out the door and into the world. So, one by one, I painfully took off my hats and shredded them. All that remains is Project Lead. This only requires me to run 1 meeting a WEEK and send out e-mails, which gives me all the time I need left over for documentation, day time job, and the family.

So, that leaves only one conclusion: find people to replace my vacant positions. I've found a person who help out with the website, set a deadline for the game doc to be completed, informed my team of the changes, and will now be looking for programmers and artists to jump on board the project.

So, what is Ars Moriendi?

The Idea
In 2004, a team of students was finishing their last few months of Full Sail's Game Design and Development degree. The last class that every Gamer student must take is "Final Project." For the Associate's Degree, a team was required to make a game in 3 months. The games usually amounted to polished demos, but the task was extremely daunting. During the Associate's Degree, students were allowed to use 3rd party engines if they desired (a rule against using existing engines has been put into place for the Bachelor's Degree).

One of the more popular engines for students to use was Torque Game Engine. The team I belonged to, Malignant Entertainment, was one such team. Thanks to Heather Pettigrew's (my fiancee) brilliant concept, we began to work on a multi-player survival horror similar to Resident Evil: Outbreak. We called our game Ars Moriendi: The Art of Dieing. While Malignant Entertainment could not get in every feature we desired, we were deemed to have the most game play and honored with the final showing of games at the live demonstration event in front of hundreds of people.

The team dispersed after graduating, but the idea of Ars Moriendi stuck with me. I continued my research and development with Torque Technology for several years following graduation. After forming Zombie Shortbus with several friends from Full Sail and work, we spent a year attempting experimenting with game project designs. Finally, we decided to resurrect Ars Moriendi. With all the advancements and upgrades made to Torque, particularly Torque Game Engine Advanced, we know we can finally get in all the features and game play that did not make it during the Full Sail days.

The Inspirations
Heather's Sunnyland game concept
Resident Evil: Outbreak
Phantasm II - IV
Poltergeist
World War Z
Zombies Ate My Neighbors
Dawn of the Dead
Dead Rising

The Game
Ars Moriendi: The Art of Dieing is a multi-player survival horror. Players must survive in a world that has been turned upside down by catastrophic events: the dead rising, invasion of poltergeists, collapse of governments, mass hysteria and insanity, global infection and mutation, and more. There appears to be no source to attack, no way of saving the world. Those that remain untouched by possession, infection, and insanity have only one option. They must constantly move and survive the horrors they encounter. Humans are again reduced to a life of scavenging and nomadic ways.

The game itself will consist of multiple scenarios representing a new location the survivors must pass through. A total of 4 players can join together to attempt to survive each scenario and move across ruined America. The primary goal is to survive, which means you can work together as a team, or take advantage of each other's abilities with the end goal of surviving on your own.

The Survivors
As a player in Ars Moriendi, you can choose one of 4 characters to play. Each character class has its own strengths, weaknesses, unique abilities, and personality.

Security Guard - An ex-cop, whose age and past injuries have reduced his career to that of a security officer for a mega retail store. While he is the slowest and least agile of the survivors, his training with fire arms and raw strength make him an invaluable source of offense. He will start each scenario with equipment consisting mostly of weapons, which leaves him the least vulnerable in dangerous situations. While his priority is surviving in a in a world of fallen society and constant terror, he knows he will encounter others who need leadership and can offset his weaknesses.

Construction Worker - The world fell apart while he was on the job. While his strength and starting equipment can make him an offensive force, his field of expertise will allows him to control his environment. He could use his nail gun to take down a few lunatics before running out of ammo. Alternatively, he can use his construction skills to build barricades that could keep out dozens of threats and allow his group to avoid conflict all together and make an escape. His utility belt allows him to carry additional small objects (ammo, healing supplies, tools), so he is better prepared to survive in desperate situations when extra supplies are needed. While the skills he has mastered in his past career make him capable of surviving alone, he is accustomed to working with a crew and will gladly join up with anyone who can bring a useful skill to the group.

College Girl - Usefulness is not always determined by strength and weaponry. While she is not an offensive force to be reckoned with, her agility and acrobatic skills are not to be taken lightly. While she can use some light weaponry, she is much more useful as a diversionary target. When it comes to escape, no one can out maneuver her. Her skills and intelligence separate her from a world of chaos and insanity. On top of accessing areas that other survivors cannot, she is able to save her team members from fatal harm by distracting threats via aggressive movements and sounds. Knowing the monsters of this fallen world will target her for her weakness, she is refuses to be a victim. She will run as long as she needs to, and seek the protection of other survivors that are better supplied and armed than she is.

The Kid - The youngest and most vulnerable of the group, The Kid knows he must find a group of survivors who can protect him. Unable to properly use weapons, he has found another way of aiding the group. Using his multiple pockets and large backpack, The Kid is able to act as a "mule" for the other survivors. Out of everyone else in the group, he can carry the most weapons, healing supplies, ammunition, etc. He is also the definition of "Johnny on the Spot." His ability to hand out supplies quickly makes him the survivor you want to keep close at all times, which meets his goals perfectly. His small stature allows him to move quickly and get into tight spaces. However, being a moving supply point and weak, he is the survivor most likely to be targeted by hostiles. While happy to be apart of a group, he will not waste his supplies on other survivors who provide no useful way of protect him.

That's the synopsis of the game. Below, you will see concept art created for some characters and one of our levels. I'll post progress on the game, as well as entries from our design and tech docs to document our development process.

Character Concept Art


College Girl

Needs more weight and muscle, different outfit


Construction Worker

Needs completely different outfit, utility belt. Keep the mullet and weight


The Kid

Needs a backpack

Condemned Children's Hospital Map Concept


Scenario layout









Recent Blog Posts
List:05/15/08 - What do you think about Documentation?
03/21/08 - What is Ars Moriendi? (images)
03/14/08 - Big News, and New Documentation
01/24/08 - New Resources and AFX Creator Demo
07/18/07 - Torque School Instructor
06/20/07 - afxWeapon Design Blog #2: Fire Sword
06/20/07 - afxWeapon Effect Design Blog #1
05/24/07 - Pain and New Documentation

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Scott Burns   (Mar 21, 2008 at 17:55 GMT)
Well, the cat is out of the bag. :)

The response I received while talking this up at GDC, which I did anytime I was discussing ZSB matters, has been extremely encouraging. The responses ranged anywhere from "That's badass!" to possible sites to consider for advertising.

To say I'm excited about this project is probably an understatement.

Gerard Prudhomme   (Mar 22, 2008 at 15:56 GMT)
Congratulations on the engagement as well! Been reading about your game, sounds well interesting. I hope you have heard about the new Torque Game Engine Advanced Open Beta that Matt Fairfax talked about in his blog TGEA Open Beta. I have already downloaded it and played around with it. It is rather amazing what GG has done in terms of optimization and cleaning up the code, not to mention adding loads of new capabilities and new documentation!

Ed Johnson   (Mar 22, 2008 at 18:56 GMT)
Great work Michael! Will check this out some more soon!

@Gerard: Mike helped with those new docs ;-)

Michael Perry   (Mar 22, 2008 at 23:20 GMT)
@Ed - Thanks for the kind words =)

@Gerard - Thanks for the congratulations, and it is as Ed said. I was involved in writing some of the new documentation that shipped with TGEA 1.7 Beta. The engine is indeed awesome, which is why we are going to use TGEA to make the game now. For the "special" rendering and mission systems we are writing, doing it in anything but TGEA would be painful =)

Gerard Prudhomme   (Mar 27, 2008 at 12:30 GMT)
Well I guess I didn't need to tell you about the new documentation! I think you have done a great job with the new docs, you have my gratitude for making the architecture of TGEA easier to understand!

Michael Perry   (Mar 27, 2008 at 12:43 GMT)
@Gerard - Your welcome, and thanks for the compliment. I had some great documentation tools to help me out, good management, and a great example to follow by the past GG and community documentation writers.

There are so many things in my life to be excited about that I seriously have no idea what to do with myself.

To stay on track with this blog, I can't emphasize how stoked I am to work on Ars Moriendi again. I am very modest when it comes to my work, but this game is the result of a group design and development. Having said that, the potential for this game to be one of the best Indie survival horrors ever made is growing. All that is left is to finish the doc for the game, and recruit developers to add to the existing team.

I will probably write an Ars Moriendi blog once a week to continue to generate interest, so stay tuned =)

John E. Nelson   (Apr 23, 2008 at 20:54 GMT)
This is an interesting game concept!
I look forward to seeing more of it.

Oscar Taylor   (Jun 24, 2008 at 23:19 GMT)
Hi there Michael!

I would be willing to lend a hand in the development of Ars Moriendi as an environment artist if only to help beef up my ever lacking portfolio and also because I love horror games and I dig the name. I have experience exporting models for use in the Torque Game Engine from 3d Studio Max used in a machinima series called "Hey, Shipwreck!". You can see some of my work at www.tubedaze.com. Production for the second season is on-going but I am always looking for more to do.

Michael Perry   (Jun 25, 2008 at 12:29 GMT)
Hey Oscar! =)

I loved the "Hey, Shipwreck!" series! I have some bad news though...I've disbanded the Zombie Shortbus team. The team simply did not have enough time to commit to a game project, no matter how low the scope was dropped.

I've retained the company, website, forums, and projects (that I designed). When I reach a point where I have the time and finances, I will recruit for a new team and resume production.

This really bummed me out, but on the bright side I can use the time being taken up by ZSB stuff to work on more Torque Documentation....yay! =)

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