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Survival Strike - Even a Zombie needs to eat!

by Jules · 09/08/2010 (6:31 pm) · 39 comments

Survival Strike - Zombie Town - The entrance

Zombie Town will appeal to those of you who are Resident Evil, Left 4 Dead or Silent Hill fans. Even further down the line, after we go live and the mission objectives start to kick into the gameplay for each of the zones, you will see what I mean about solving puzzles, saving people from being breakfast, lunch, dinner, afternoon tea, supper, brunch, midnight snack - you get the drift (did I miss any out?). The fun really begins at night when the sun starts to go down and everybody starts to take cover. There's nothing like hearing footsteps behind you in pitch darkness with nothing but a torch, a weapon and the smell of fear to keep you company.

Screenshots of the Entrance to Zombie Town (over 50% done). A final screenshot will be added to this page once 100% complete.

www.something2play.com/images/portfolio/portfolio_showcase_2/zombie_town1.jpg

www.something2play.com/images/portfolio/portfolio_showcase_2/zombie_town2.jpg

Looking for some Zombie action? AI blogs to follow soon.
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#21
09/09/2010 (6:42 pm)
@Michael - you've obviously watched some if not all of the zombie films! Zombies are not bright, probably down to the fact that they are brain dead, but retain some memory (go figure). Why are they are partial to human and brains? Maybe it's because they feel like something is missing and they need to eat it. Just like dangling a carrot in front of a donkey! I like your way of thinking...
#22
09/09/2010 (6:53 pm)
How about a box full of body parts and brains. Lob them out as bait/chum. Let the zombies gather. Flamethrower time!
#23
09/09/2010 (6:56 pm)
Soldier 1: Can you smell that?
Soldier 2: What?
Soldier 1: It smells like a BBQ!
Soldier 2: Nar! That'll be the Zombies I toasted earlier!
Soldier 1: Damn! I wish I had some marshmallows.

Keep the ideas coming.. the more the better..
#24
09/09/2010 (11:00 pm)
What with that stupid windowscreen effect that replaced fading I've been thinking of various ways to disposes of corpses ;)

Inside the box are buckets. Inside the buckets are flesh eating slugs (or some other disgusting critter or bug), it's the flesh eating part that's important. Throw the bucket like a bomb and.... maybe not the quickest kill but definitely disposes of the remains.

Too bad that box wouldn't hold a few hogs. Pound for pound those things are great for when you have an excess of dead bodies piling up.
#25
09/10/2010 (6:20 am)
Quote:
Too bad that box wouldn't hold a few hogs. Pound for pound those things are great for when you have an excess of dead bodies piling up.

talking from experience there Michael ? ;)

Yeah, something animated instead of the fade out corpse would be a good idea, maybe the ground opening up with the corpse dropping down into a pit with a gravestone forming on top... keeping the headstone there for a longer duration, then crumbles to the floor before fading out.

Edit: or in the Zombie Town, anyone who falls victim to a zombie bite and dies from it is then burried with a head stone to later become Zombie AI. Zombie then climbs out of the grave, then headstone crumbles.

Steve (Yorkshire Rifles) - did a good gui image instead of watching the fadeout.
#26
09/10/2010 (6:11 pm)
@Marcus

Quote:Like this one? Its probably not ported to 1.1b but I guess it'll only require some small changes.

Yeah thanks for that. I did reply under your post, but for some reason lost it on a refresh. I'll give it a go.
#27
09/11/2010 (9:35 am)
in the box is a zombie transformer gun. you can use it one time, and then all zombies around 50 meters are your friends, letz say for 1 minute or so.
#28
09/11/2010 (11:28 am)
What's in the box? hmmm....oh...Twinkies!

This is lookin' awesome!
#29
09/11/2010 (7:54 pm)
Nice screenshots.

I'm sure either eb's pants or some T2D news are in the box! :)
#30
09/11/2010 (8:00 pm)
I was wondering where some of my pants went...give them back before they get brains on them!!
#31
09/11/2010 (8:04 pm)
lol - could be a zombie head in the box under those pants so watch out. Could be nasty! They bite and don't let go.. ouch!!
#32
09/12/2010 (11:33 am)
@Brian - cheers. Being a Brit, I'd never tried a Twinkie before until the company I worked for at the time was bought out by a company in the USA, mentioned this to one of the managers and he sent me a box of Twinkies (had two - one after the other) - boy what a sugar rush! Also heard Mountain Dew is big in the states. Zombie on Mountain Dew and a couple of Twinkies, now that should be a laugh!
#33
09/12/2010 (3:56 pm)
Adding in a bit of foliage makes all the difference.

www.something2play.com/images/portfolio/portfolio_showcase_2/zombie_town4.jpg
#34
09/12/2010 (3:59 pm)
Do you guys thinks using a rigidshape on tumble weed is a good idea?
#35
09/12/2010 (5:22 pm)
Ok, well went ahead with rigidshape... not so sure at the moment that its the better route instead of using physics. Slowed the engine right down, then when I managed to get the speed back again changing the settings to get the tumble weeds to move was a bit of a nightmare, a few crashes here and there.. will keep trying as I'm sure it may be just me. Failing that I may try physics, but not sure what multiplayer would be like.
#36
09/13/2010 (4:53 am)
Rigidshape tumbleweed does sound like a good idea - just be careful of the collision tolerances and integration settings. I had experimented with using rigidshapes for the destroyables and wreckage object in my Kaboom pack but we decided that there were too many crash issues to support that. I've not seriously made an effort to use the PhsicsObjects in Torque3D but have found that they do work better and are prone to less issues... though multiplayer physics is an issue of it's own.

And I all of a sudden I just remembered the ground following projectile Resource. It's a little known fact but projectiles can be animated too - ambient animation plays while it's in flight. Hmm...
#37
09/13/2010 (6:12 am)
What I may do is to prevent less of an overhead, is just have a dts shape without any collision follow a path, it'll keep the tumbleweed in Zombie Town, set it so that if you are near the tumbleweed in passing a whistling wind type sound is played, to give it that eerie, zombie town, ghost town feel. Once Verve is at 1.1 release, I may use that. I did buy your pack, but like many of the packs I buy, never used. But plan on using your pack, especially if you upgrade it to T3D and if it work multiplayer. I think the only reason why I decided to not use the Kaboom pack is that there was a delay in between explosion and changing the dts shape to damaged, you could see it. Maybe it was just on the video?
#38
09/13/2010 (8:00 am)
Time for more constructive critisicm again hope you don't mind.

Agreed where someone above said it looked a bit void atm, but you've already commented on that.

Also I think the sign Zombie town is a tad bit cheesy, but if you're going for the cheesy feel then it fits. But if going for more of a darker, realistic feel you could use a sign something more on the lines of Caution: Biohazardous Leak Zone. You know and make it look all military warded off, unlike now where it has a spagettiti western/run down town feel to it. Idk it just feels like the buildings are a touch too blown up. I mean how are you going to get scared walking through the town when you can see everywhere in the town when you first walk in b/c of too much damage to the buildings. You have to have some doors to kick down and some allys to be weary of going through.

Your work is good, just feels like it needs to be a touch more thought out perhaps, but then again as you said it's an early shot and not the whole town. Or perhaps I'm not understanding your vision totally yet.

Anyways cool models maybe bad layout, or perhaps just need to see more of the finished work.
#39
09/13/2010 (8:32 am)
All feedback is good. I really think you need to see the whole game once it's ready to understand it. There are serious elements to the game play, but only on certain zones.. Zombie Town has a mixture of cheesy humour, silly zombies, but also the Zombies that make you jump and run for cover. The idea behind having the entrance all bombed out, and having a bit of a western feel to it with long grass and tumbleweed is really the focus I was trying to capture on and I'm glad you pointed this out as it means that I've got it right. It's the edge of the town, an old part that has not changed much with a transition into more modern buildings but keeping it kind of retro (70/80s) like the old Zombie films, on the otherside of the map there is a Military complex which has the serious side of the game (I'll show this off in a later blog) where Nukes/Missile/Bio chemical warfare is sent over - hence the zombies and mutations - keeping time standing still in that zone as nothing can really be modernised. Further into Zombie Town you'll see buildings that are not bombed out, the classic zombie shopping malls etc. This is a different map altogether. There are more modern buildings with the odd rogue zombies leaking out into it, but thats another zone altogether. Forgive me for not giving everything away just yet - I wan't to save this for future blogs, but you may be seeing a bit of the bigger picture now.

Edit: Guaranteed that the zombie town would be one of those zones that is played the most. I must admit, I wasn't sold on the Zombie Town name, but for now it will do... I may come up with a name for the Town, and just have signs.. Zombies, keep out.. or just have a name for the town crossed out, with the Zombie Town underneath. Still a few months away from final cut before releasing the full game (then adding more features on an ongoing basis to keep it fresh), so plenty of time to make those finishing touches.
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