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Work in Progress / [DBP] The Last Chance

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baxslash
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Posted: 9th Mar 2011 23:54 Edited at: 23rd Mar 2011 14:36
The Last Chance



This will be the sequel to my published game "The Last Stand" (Zombie Shootemup).

DEMO

This time it'll be much more of a RPG where you'll play the parts of several characters trying to get to the bottom of the outbreak/disease that caused the current 'zombie apocalypse' and hopefully try to stop it... [/cliche]

At this stage I have no game engine, not much game ready media and no demo.

What I do have is a nearly fully functioning Level Editor which I will be using to build the levels, here are some screen shots of the editor in action on a simple early attempt at a story scene:




The game is designed to work on netbooks as I'll be uploading it to AppUp so it should run for most people once finished.

How will I do it? Well I have this simple idea that if I make all my scenes in the level editor and turn them into skyboxes I'll have pre-rendered scenery which can be very detailed but with a minimal impact on performance. I was thinking about the original 'Resident Evil' games with pre-rendered backgrounds and then thought of the skybox idea as the next logical step

So I can have security cameras following the player as he/she walks around a pre-rendered scene (for example).

I know it's early but with "The Last Stand" doing well on AppUp I'd be mad not to make a sequel.

I also have a basic story outline but I'll be keeping that under wraps for now...

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baxslash
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Posted: 9th Mar 2011 23:55
Second screenshot attached...

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Crazy Acorn
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Posted: 10th Mar 2011 02:18
HELL Ya! lol it told me to turn my caps lock off xD

baxslash
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Posted: 10th Mar 2011 09:46 Edited at: 23rd Mar 2011 14:35
Quote: "lol it told me to turn my caps lock off xD"

Yeah, I get that when I'm excited sometimes too... kind of like the electronic version of my Dad when I was being too noisy as a kid

EDIT: By the way I know most of the screenshots contain content from TLS but there will be a slight cross-over in the storyline.

.

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baxslash
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Posted: 11th Mar 2011 12:12 Edited at: 11th Mar 2011 15:19
Introduction:
Quote: "
Day 13
The infection has spread around the globe. Mankind is transformed into a mindless mob whose only purpose seems to be the destruction or corruption of the remaining uninfected and any other living creature that crosses their path.

Based in an underground bunker S.A.B.R.E (Special Armed Brigade of the Royal Engineers) a secret branch of the British Army have been investigating the cause of the outbreak. They have triangulated the centre of the outbreak in the UK to a Research & Development laboratory owned by Rook Industries.

As well as doing genetic research for the government Rook were also well known for their published papers on particle physics. This combined with a large power drain at a local power station just before people started eating each other make Rook Industries the prime suspect for the cause of the outbreak.

How the infection spread as quickly as it did is still a mystery as it seemed to spread over a 100 mile radius within an hour, much faster than the infected could travel on foot.

A team led by Captain Mark Davis of S.A.B.R.E has been sent to investigate the R&D laboratory in the hope that a cure might be found before minkind is completely destroyed. The last chance for mankind lies with them.
"


I'm also starting a 'movie editor' too so I can add video to the storyline. Keyframing animation and adding AI to characters. I may make the movie maker available too once it's working as I plan on using it again.

I would like to make this game available in as many languages as possible so if anyone would like to offer their services for translating the script I would really appreciate the help!! French would be great but I'll add any languages people are prepared to do for me

EDIT: Here is an early image of the Rook Industries building. I'm preparing a couple of test rooms to help me get started on the main game engine. Once I have that working I'll post a very small demo showing proof of concept and I'll be able to test the speed of the game...


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baxslash
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Posted: 17th Mar 2011 14:02
Update:
I have been working a lot on the Scene editor and now have it pretty much game ready. I also started making a Cut-Scene editor to make the story 'videos'. I'm making it open source and you can check out progress so far here:
Take-1 Cut Scene Editor

Now after much messing around and lots of really truly great ideas for the game flying around my head I've started coding the game!!

Once I have a simple scene to test with collision etc. I'll post a demo Just loading my actor in now!

Game Warden
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Posted: 17th Mar 2011 23:00
Sweet I look forward to trying out the demo you post. The Last Stand was very well done and I enjoyed it
baxslash
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Posted: 18th Mar 2011 10:58
Quote: "Sweet I look forward to trying out the demo you post. The Last Stand was very well done and I enjoyed it"

Thanks GW! I got a very basic test room set up last night without collision and it looked great! Once I have collision import sorted and a small glitch in my skybox routine I'll post a test demo. It's the office scene from TLS using a view from above. It'll be very basic just to walk around with no shadows or anything but you'll be able to see how the basic engine will work.

This game is turning into a full on Resident Evil remake... should be fun!

DarkByNight
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Posted: 18th Mar 2011 11:26
I honestly can't wait to see the end result.
Good luck!
baxslash
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Posted: 18th Mar 2011 11:33 Edited at: 18th Mar 2011 16:47
Quote: "I honestly can't wait to see the end result.
Good luck!"

Thanks!

I'd like to share one of my ideas; The team has been split up and you will get to play various members of the team with different weapons and abilities. If you leave someone with no ammo he stands a good chance of dying before you return to him in the story. As characters 'run-out' of the ammo you leave them with they will report it to you over the radio. If they die you'll hear their dying screams over the radio. Some team members might be vital to success so you'll need to try to keep them all alive and well equipped!

It'll be partly against the clock but mainly survival based. There will be puzzles and hidden pickups just like RE.

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baxslash
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Posted: 18th Mar 2011 16:48 Edited at: 18th Mar 2011 16:50
DEMO
First demo of the 'test room'. As you'll see from the content the room itself is just a skybox. Some rooms will have multiple views and all of the data for the room is exported from the Level editor I showed earlier.

I don't think it looks bad considering I've added no decals or items to the test room, it's just to try importing a scene from the LE.

So I'll be building the first level next and doing some work on the main game engine including the item screen...

I'll post a screen from resident evil too as a comparison! Here ya go:


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The Slayer
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Posted: 18th Mar 2011 17:05
Hey, baxslash, this is looking great so far, dude!

Quote: "the room itself is just a skybox"

Nice idea! It will keep the framerate high enough for on a netbook, and you'll still be able to move the character(s) around.

Quote: "I don't think it looks bad"

Nope, it certainly doesn't.

Keep it up!

Cheers

SLAYER RULES! YEAH, MAN!!
baxslash
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Posted: 18th Mar 2011 17:16 Edited at: 18th Mar 2011 19:06
Thanks @The Slayer! I have fond memories of nearly pooing my pants when the first zombie appeared in Resident Evil on the Playstation 1, just after the "I hope it's not... Chris' blood!" scene.

It was the zombie in the image above as it happens but that is Chris getting ready to knife the zombie so phew, he's OK!

I might have to use that line in the game somewhere...

EDIT: Thanks to the great models I'm using from model pack 53 there are a bunch of animations I'll be taking advantage of in this game. Including "Axe chop" and some 'sword' attacks! You'll be able to use all kinds of scenery objects as weapons if you run out of ammo... some with their own advantages.

EDIT2: Here's the Items screen (WIP):


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baxslash
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Posted: 22nd Mar 2011 00:26 Edited at: 22nd Mar 2011 23:02
Quick early look at the first room. Lucy (one of our main characters) starts off in this room after the team is split up by a crowd of zombies:


EDIT: Image updated

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baxslash
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Posted: 22nd Mar 2011 23:07 Edited at: 22nd Mar 2011 23:07
New screenshots:


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Crazy Acorn
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Posted: 24th Mar 2011 17:04
One word... Awesome!!!!!!!!!

baxslash
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Posted: 24th Mar 2011 17:46
Quote: "One word... Awesome!!!!!!!!!"

Thanks Gorlock! It really helps keep me going to get comments like that.

This is by far going to be the biggest project I've done in DBP. I keep dipping back into the cut-scene editor and the game engine and the level editor but I'm working nearly full time on this now (in my spare time)!

The rooms you see above are only part way there too. I'll be adding decals like blood splats, general dirt/grime etc. as well as interactive objects in the level editor before building the Skyboxes.

The interactive objects will be hidden in the render but loaded back in by the game engine.

I'll also be adding customisable weapons just like Resident Evil so you can use 'silent' kills with a silenced pistol (take out a crowd of zombies one at a time without being noticed) or add a grenade launcher to your rifle (take out a crowd of zombies and be noticed!!).

Cliff Mellangard 3DEGS
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Posted: 24th Mar 2011 19:39 Edited at: 24th Mar 2011 19:40
Great work!
If you have an ps3 so did they release an directors cut edition for download there on psn this week.(psx version)
If you want some inspiration
And there is absolutly nothing wrong about the visuals
baxslash
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Posted: 24th Mar 2011 23:42
Thanks Cliff I didn't know there was a re-release (of Resident Evil I assume).

Glad you like the visuals!

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Posted: 24th Mar 2011 23:54
Quote: "Thanks Cliff I didn't know there was a re-release (of Resident Evil I assume)."

Resident Evil Director’s Cut for 10 euro.
They have alot of psone/psx titels on psn store like final fantasy etc
Iam collecting a few psone psx titels my self and ordered doom for psx today
Its really great that all ps3 also can run the old classics from ps one ! both digital and on disc.
They are also going to release resident evil 4 in an updated version on 360 and ps3
baxslash
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Posted: 25th Mar 2011 00:07
Quote: "Resident Evil Director’s Cut for 10 euro."

Nice!

I hope you like my version too!

It might take a while... I guess about 6-12 months

SH4773R
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Posted: 25th Mar 2011 05:23
Looking good so far!

I'm guessing this is what Take 1 is for, lol


My software never has bugs, it just develops random features.
baxslash
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Posted: 25th Mar 2011 11:05
Quote: "Looking good so far!

I'm guessing this is what Take 1 is for, lol"

Thanks, yeah that's right. Take 1 was just for this project originally but I thought it would be really useful to give it away once done, then I thought it might be nice to make it open source too.

Take 1 - Nearly got Actor loading sorted (including animations) then I'll be working on keyframing actors and cameras

The Last Chance - Building the world up room by room and working on the engine in the meantime

TheComet
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Posted: 25th Mar 2011 14:28
@ baxslash

Honestly, I think your enviorment is way too clean... I can't place why, but it doesn't look right :S Is it too white? Is the space too wide? Are too little objects there? Compare your scenes with the ones of resident evil, and you'll see what I'm getting at.

Apart from that, nice job, I hope you get it finished

TheComet

baxslash
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Posted: 25th Mar 2011 15:07 Edited at: 1st Apr 2011 16:30
Quote: "Honestly, I think your enviorment is way too clean..."

I agree, but as I said I'll be adding dirt/blood/grime as decals in my level editor (which makes the skyboxes from these scenes). Remember also that this is not an old mansion but a working office building/research centre (until the outbreak). Also in the editor I'll be adding bodies, gibs, and items you can interact with, this will range from pickups to items that can explode using a physics system. I'm hoping this will add more dimension to the game by making it possible to blow open an exit from a room (for example).

There you made me give away more details...

I agree there is a bit too much space in some of these environments though even with these items added. I'll try to fill them in a little more as I go.

Thanks for the feedback!

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