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UFO/Xcom style game hits development
UFO/Xcom style game hits development
| Name: | Mark Pilkington | ![]() |
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| Date Posted: | Jun 13, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Mark Pilkington |
Blog post
Hello!
This is my first blog here as I'm pretty new to Torque and the community. I am currently working on a game in the style of the old UFO:enemy unknown/Xcom style games with base resource management aswell as tactical missions. The game follows survivors after the world is turned upside down by the walking dead...yes this is a zombie game - but with a twist.
You control a group of survivors that are held up in a safe haven set deep in a huge city. Here you must find food, weapons and other survivors to help survive the ordeal. While some missions maybe rescuing other survivors, others maybe finding vital food, munitions or the car parts you need to make your new vehicel go so you may move to a more secure safe house.
Will your survivors live in bliss or will paranoia take over your camp? Will the walking dead find where your hiding? or even enemy survivors hoping to take what you have? These things will all make it a new and exciting game I think.
Currently we have alot of character models finished, some test environment stuff, some GUI designs aswell as a 15-page design document that almost reads like the game's instruction manual (very detailed).
We still require a good programmer that really jump on board and make this huge vision a reality.
www.blacktreeuk.net/deadzone/2d_renders/player_screen_idea.jpg
www.blacktreeuk.net/deadzone/2d_renders/city_screen_idea.jpg
www.blacktreeuk.net/deadzone/2d_renders/base_map.jpg
www.blacktreeuk.net/deadzone/2d_renders/scaling.jpg
(Now being made in a mapper program)
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Ah, I thought the Blog entry would treat them as links unlike the forum...but it doesn't
Some more bits aswell
www.blacktreeuk.net/deadzone/2d_renders/survivor.jpg
www.blacktreeuk.net/deadzone/2d_renders/zombie.jpg
(Characters are the tactical in-game characters that are 500 polys each and supplied in association with Mere-mortals games developers).
Cheers for the kind comments.
Marcus
This is my first blog here as I'm pretty new to Torque and the community. I am currently working on a game in the style of the old UFO:enemy unknown/Xcom style games with base resource management aswell as tactical missions. The game follows survivors after the world is turned upside down by the walking dead...yes this is a zombie game - but with a twist.
You control a group of survivors that are held up in a safe haven set deep in a huge city. Here you must find food, weapons and other survivors to help survive the ordeal. While some missions maybe rescuing other survivors, others maybe finding vital food, munitions or the car parts you need to make your new vehicel go so you may move to a more secure safe house.
Will your survivors live in bliss or will paranoia take over your camp? Will the walking dead find where your hiding? or even enemy survivors hoping to take what you have? These things will all make it a new and exciting game I think.
Currently we have alot of character models finished, some test environment stuff, some GUI designs aswell as a 15-page design document that almost reads like the game's instruction manual (very detailed).
We still require a good programmer that really jump on board and make this huge vision a reality.
www.blacktreeuk.net/deadzone/2d_renders/player_screen_idea.jpg
www.blacktreeuk.net/deadzone/2d_renders/city_screen_idea.jpg
www.blacktreeuk.net/deadzone/2d_renders/base_map.jpg
www.blacktreeuk.net/deadzone/2d_renders/scaling.jpg
(Now being made in a mapper program)
-------
Ah, I thought the Blog entry would treat them as links unlike the forum...but it doesn't
Some more bits aswell
www.blacktreeuk.net/deadzone/2d_renders/survivor.jpg
www.blacktreeuk.net/deadzone/2d_renders/zombie.jpg
(Characters are the tactical in-game characters that are 500 polys each and supplied in association with Mere-mortals games developers).
Cheers for the kind comments.
Marcus
Recent Blog Posts
| List: | 08/28/07 - Normal map tutorial 10/16/06 - TSE and the long rocky road 08/06/06 - Virus: SC Screenshots 06/25/06 - Virus: survivor chronicles update 06/13/06 - UFO/Xcom style game hits development |
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Submit your own resources!| Vashner (Jun 13, 2006 at 19:03 GMT) |
| Solaris (Jun 13, 2006 at 19:50 GMT) |
| Jonathon Stevens (Jun 13, 2006 at 19:53 GMT) |
| Travis Womack (Jun 13, 2006 at 19:56 GMT) |
Good luck!
| Alan Hembra (Jun 13, 2006 at 20:03 GMT) |
X-Com is my all time favorite game. As a matter of fact it is still loaded on my system and I play it from time to time.
Romero's "of the Dead" movies are my all time favorites. I love zombie movies!
Are you going to use TGB? Random maps? Build base sections?
I can think of at least 50 questions! I love this idea!
Edited on Jun 13, 2006 20:06 GMT
| Mark Pilkington (Jun 13, 2006 at 21:36 GMT) |
The UFO games are also one of my favourite games still. Trying to do something new to a genre thats already so heavily populated with games was quite fun and it just works as a good concept.
| Anthony Fullmer (Jun 14, 2006 at 03:02 GMT) |
all in all, the screens look nice, i hope it ends up playing well too.
| Mark Pilkington (Jun 14, 2006 at 08:33 GMT) |
| Alan Hembra (Jun 14, 2006 at 11:39 GMT) |
I'm just curious how the zombies will be enough of an enemy as the game progresses... or (I bet) we'll find that there is a more sinister force at work behind the zombies.
My man, I'm getting all timgly thinking of the possibilities.
Just don't have a game killer like those damn Lobster Men in the "Terror from the Deep" (X-Com 2) game. Those dudes were to freaking hard to kill and killed an otherwise great game. Ggggrrrrr!!!!
| Mark Pilkington (Jun 14, 2006 at 12:34 GMT) |
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