Non linear fps zombie survival game
by Matthew Aldridge · in Game Design and Creative Issues · 11/15/2007 (6:42 pm) · 29 replies
I am new to torque and still learning programming, but here is my idea of a game i have wanted to make for a very long time although some details i'm not dead set on yet, just interested in some opinions.
The setting is a large city in which a massive zombie outbreak has just occured. To start out you will choose your name, your father, mother, brother, sister, girlfriend and best friends name which will be used for npc's
you will want to find and protect throughout the game to help give some direction in the game.
Other then that you will roam through the city trying to stay alive finding food, water and weapons and avoiding being eatten and finding other survivors along the way that will either help you, slow you down or try to kill you and take any supplies you have.
As far as the map goes i want to have a good size map for plenty of exploring while the edges will be restricted by military barricades and soldiers who will shoot if you approach close enough trying to keep the infected quarintined off from the rest of the world, which will be part of the games goal to figure out a way to escape.
For inventory i want to go very realistic I.E. you can't carry an assault rifle in your pocket.
I had an idea to use your clothing and jacket along with finding a backpack. If you have ever played parasite eve 2 for PSX it will be very much like that.
I want to include a way to barricade yourself inside buildings, for example you would run into an apartment building shut and lock the door, then pile furniture and such to hold it shut, board up the windows and hope it holds the zombies at bay. My thoughts were to have a weight value for the doors and windows which the zombies have their own value and as they pile up on the door their weight adds up together until it is over the doors limit and it caves in, to counter as you pile things in front of the door it adds to the doors limit and reinforces it.
I also had an idea of a population counter to try to help the frame rate while still keeping the feeling tense as zombies keep coming and coming.
The way it works in my head is the map is divided into sections with the number of zombies in that section which basicly keeps a number of non-spawned zombies. The player has an invisible circle around him, as he kills zombies more will spawn at the edge of the circle and creep in on him. Also as he makes more noise and draws attention to himself the number of zombies from surrounding sections will migrate to the section he is in adding more and more enemies.
I have alot more specific ideas in mind, i won't post them all right now just wanting some feedback.
thanks, Matt
The setting is a large city in which a massive zombie outbreak has just occured. To start out you will choose your name, your father, mother, brother, sister, girlfriend and best friends name which will be used for npc's
you will want to find and protect throughout the game to help give some direction in the game.
Other then that you will roam through the city trying to stay alive finding food, water and weapons and avoiding being eatten and finding other survivors along the way that will either help you, slow you down or try to kill you and take any supplies you have.
As far as the map goes i want to have a good size map for plenty of exploring while the edges will be restricted by military barricades and soldiers who will shoot if you approach close enough trying to keep the infected quarintined off from the rest of the world, which will be part of the games goal to figure out a way to escape.
For inventory i want to go very realistic I.E. you can't carry an assault rifle in your pocket.
I had an idea to use your clothing and jacket along with finding a backpack. If you have ever played parasite eve 2 for PSX it will be very much like that.
I want to include a way to barricade yourself inside buildings, for example you would run into an apartment building shut and lock the door, then pile furniture and such to hold it shut, board up the windows and hope it holds the zombies at bay. My thoughts were to have a weight value for the doors and windows which the zombies have their own value and as they pile up on the door their weight adds up together until it is over the doors limit and it caves in, to counter as you pile things in front of the door it adds to the doors limit and reinforces it.
I also had an idea of a population counter to try to help the frame rate while still keeping the feeling tense as zombies keep coming and coming.
The way it works in my head is the map is divided into sections with the number of zombies in that section which basicly keeps a number of non-spawned zombies. The player has an invisible circle around him, as he kills zombies more will spawn at the edge of the circle and creep in on him. Also as he makes more noise and draws attention to himself the number of zombies from surrounding sections will migrate to the section he is in adding more and more enemies.
I have alot more specific ideas in mind, i won't post them all right now just wanting some feedback.
thanks, Matt
#22
01/05/2008 (10:12 pm)
I know its for both models and animation, I started with it myself. I ment I dont think they used it for Half Life
#23
http://chumbalum.swissquake.ch/ms3d/screenshots.html
01/05/2008 (11:29 pm)
Actually it was designed especially for Half-Life (says so on the website, and people also told me that). But when I heard this, I was REALLY surprised. I really doubted they made Half-Life with MilkShape, but after seeing some screen shots, I didn't doubt it at all. Here are some of the screen shots...http://chumbalum.swissquake.ch/ms3d/screenshots.html
#24
01/06/2008 (9:20 am)
It was designed especially to mod for half-life without an expensive tool like Max. It was not what Valve used, however, for HL. I believe he has the history on the site as well. A huge number of mod community models for Half-Life, CS (and I think the mod team for CS used Milkshape since they were spread all over the globe and could not afford Max), and other popular mods have been created using it. I do know that when Gearbox made Opposing Force, the official tools supported Max, and they licensed the complete engine to create the first official add-on to HL. Luckily Gearbox had been a Max house back when they were Rebel Boat Rocker, like most of the industry. AFAIK, no one internally at Valve or its licensees used Milkshape for their modeling--aside from the Cs crew, that is. I do know that a large number of the mod community that is now working for Gearbox has used it, though.
#25
01/06/2008 (4:15 pm)
Thats what I thought. I know Milkshape was used for modding *what I originally planned on doing*
#26
We're currently working on a game that's pretty similar to what you are describing. We're using TGE 1.5. It's early days yet but we've got quite a community happening.
If anyone is interested we're always looking for more developers.
01/07/2008 (7:06 pm)
@Matthew - you should take a look at ZDay: http://zdaygame.com and sign on to the forum.We're currently working on a game that's pretty similar to what you are describing. We're using TGE 1.5. It's early days yet but we've got quite a community happening.
If anyone is interested we're always looking for more developers.
#27
That looks pretty cool, it's very close to the idea i had. i'm not the most experianced, im working on learning programming in C++ right now but if you could use my help let me know. i would love to have a part in making it.
01/08/2008 (6:02 am)
@ ChrisGThat looks pretty cool, it's very close to the idea i had. i'm not the most experianced, im working on learning programming in C++ right now but if you could use my help let me know. i would love to have a part in making it.
#28
01/09/2008 (8:46 am)
Im also a Developer of Z Day and we would love to work with others who share the same ideas. Just drop us a line using the Contact Us form on the site Chris gave us and we'll chat more. (Dont really want to spam this forum with our gossip)
#29
It's a good idea, good luck with it.
02/27/2008 (1:29 pm)
Yeah, me and my dad thought of this idea a while ago and began to write up some plans for it - not to actually make it, just for fun.It's a good idea, good luck with it.
Torque Owner Jamal Moon
I have Milkshape :-)...and it's for both models and animation.
@David
It has over 70 engine formats.
@Matthew
When you said "as the zombie plague gets worst, the bodies detiriorate more and more...." I think of somebodie's skin peeling off until you see it's bones. And that reminds me of seeing something's bones which is very very very sick XD (I don't want to go any further...). But I would love to see a game with a zombie that has 3 claws :D.