Zombies 4-Ever (working title)

Discussion in 'Public Game Developers Forum' started by RPGGuy, Aug 16, 2010.

  1. 99c_gamer

    99c_gamer Well-Known Member

    Mar 23, 2009
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    i compiled it and it's running pretty slow for me. I ran the demo where boxes fall from the sky and it's at about 10fps.
    i can probably tweak it but slowdown seems to be related to number of colliding objects.
     
  2. RPGGuy

    RPGGuy Well-Known Member

    Sep 3, 2008
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    I'm only using the character controller, not rigid bodies. Also make sure you're running it in Release mode not debug to judge the performance.
     
  3. manyax111

    manyax111 Well-Known Member

    May 25, 2010
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    is there gonna be any special zombies like left 4 dead ?
     
  4. RPGGuy

    RPGGuy Well-Known Member

    Sep 3, 2008
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    Probably. I'm going to try to make it an RPG like GTA IV with quests. You'll have your apartment as a home base, different shops to purchase items and weapons. You'll have to explore and complete quests to get cash.
     
  5. manyax111

    manyax111 Well-Known Member

    May 25, 2010
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    Wow:eek: Sounds cool.
     
  6. RPGGuy

    RPGGuy Well-Known Member

    Sep 3, 2008
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    Prebaked lighting is done. I'm doing testing now to see how many polys I can have in the levels, and making weapons for the game.

    I did some fine tuning of the character movement/physics as well to smooth out any jerkiness from the physics engine.

    I have to collapse the entire level into a single mesh for baking lighting to a texture, and then break it apart for visibility culling later. Pretty time consuming process so once the engine is done there will be many months of designing levels for the game.

    I'll post some new pictures when a get a test level with proper textures completed.
     
  7. RPGGuy

    RPGGuy Well-Known Member

    Sep 3, 2008
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    I'm back with some new screenshots of the game. Since Epic released their Citadel demo I had to step up my game a bit.

    So..... I've added a few things:

    1. Normal mapping
    2. Parallax / offset mapping
    3. Prebaked lighting (can include radiosity and ambient occlusion)
    4. Detail textures

    I've also done a bit of work on Zombie AI and some basic weapons, footsteps, player and weapon bobbing. The gun you see here is temporary and a bit blurry compared to the rest of the game.

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
  8. LonERecoN

    LonERecoN Well-Known Member

    These screens are fantastic! Do you have a twitter feed or blog that you are posting a development diary to?
     
  9. RPGGuy

    RPGGuy Well-Known Member

    Sep 3, 2008
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    This is pretty much it. I'm posting a video soon.
     
  10. RPGGuy

    RPGGuy Well-Known Member

    Sep 3, 2008
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  11. iKilledChewbacca

    Sep 11, 2010
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    Dang !!

    It is looking GREAT, especially for a 1 man team :D
     
  12. Gunblade1190

    Gunblade1190 Well-Known Member

    Aug 1, 2010
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    NJ
    This game looks terribl...ly awesome! Especially for a one man team! Definitely looking forward to seeing how this one develops.
     
  13. RPGGuy

    RPGGuy Well-Known Member

    Sep 3, 2008
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  14. FK1983

    FK1983 Well-Known Member

    Feb 12, 2010
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    Web Design
    Bournemouth, UK
    #34 FK1983, Sep 21, 2010
    Last edited: Sep 21, 2010
    The lighting looks good but the rest looks like doom graphics from the early 90's, epic citadel shows what graphics, environments and lighting can be done on the idevices,

    I know this is still work in progress but so is epic citadel and rage, this project has a long long way to go to even compete with the early idevice fps's let alone the newer stuff and with only one person working on the game it will take ages to complete then by the time it releases the game will look older than it does now. sorry!

    This looks cool as a project though :D
     
  15. RPGGuy

    RPGGuy Well-Known Member

    Sep 3, 2008
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    Epic Citadel has higher polygon counts, but since I'm doing shadow mapping you have to draw the scene twice. That means my environments will need to be half as detailed in order to keep the same frame rate. I also have 8 or more animated characters, weapons, 3D physics collision detection going on.
    The environment won't be as detailed as their tech demo.

    Keep in mind that you are only comparing the 3D models and texturing, something I have not spent very much time on. Yes I'm only one person but that doesn't mean I can't do something, it's just a matter of time :)

    I am thinking now that I will do a survival game first like Left 4 Dead, and if that does fairly well I'll invest more time in a story based game with more locations. I've been looking at Left 4 Dead and like the way the zombies come running at you. It amps up the excitement of the game, opposed to something like RE4 where the zombies are so slow and boring.

    I'm not planning on multiplayer at this point.
     
  16. FK1983

    FK1983 Well-Known Member

    Feb 12, 2010
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    Web Design
    Bournemouth, UK
    Very sorry for sounding funny earlier as that isn't how i meant to come across! just was pointing out the strong competition in this genre but saying that, if you can make a left for dead style fps it will be VERY popular indeed!

    You are doing a very good job!, must be hard work though! :p
     
  17. iFanzine

    iFanzine Well-Known Member

    Love the new gameplay trailer. Game's coming along in leaps and bounds...fantastic stuff! :)
     
  18. 99c_gamer

    99c_gamer Well-Known Member

    Mar 23, 2009
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    Your gameplay looks as impressive as the graphics.
    Very hard to compete in that space as 1 person team but the graphics are good enough it's more about the gameplay. Even Goldeneye 64 graphics would be fine if you have the gameplay to match.
     

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