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Work in Progress / Online Zombie Survival Horror

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robo cat
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Posted: 23rd Feb 2005 02:42 Edited at: 23rd Feb 2005 02:43
I'm making an online zombie survival horror. No screens atm, but there is an offline playable demo.

[href]www.freewebs.com/robocatgames/Horror_Demo.zip[/href]

Sorry for it being freewebs, but its little under 5Mb, so shouldn't take too long. Everything done so far is included in the demo, below I have listed some features and known problems:

Features:
- Shoot enemies in the head, torso or legs.
- Different weapons have different powers, so the chance of causing effect with each hit varies.
- Head shots cause the enemy to fall over lifeless for a while (very hard to achieve)
- Body shots cause the enemy to stumble backwards into other enemies, they can't attack during this (very easy to achieve)
- Leg shots trip the enemy up, same animation as head shots, they will not move but can still attack (very easy to achieve)
- There are 7 items:
o Pistol (ammo: 8, speed: medium, power: medium)
o Shotgun (ammo: 2, speed: slow, power: high, fires multiple shots at once)
o Uzi (ammo: 32, speed: fast, power: low)
o Magazine (reloads Pistol)
o Shells (reloads Shotgun)
o Clip (reloads Uzi)
o Medipack (restores health)
- Use left mouse button to use left item, right button to use right item
- Use left and right buttons respectively to pick up an item while pointing at it and reasonably close
- You will miss enemies if you fire below the arms or over the shoulder
- You can push crates
- Walk into doors to go through them
- Use arrow keys to move and mouse to look
- Enemies will attack when they get next to you
- You can hide from enemies and they will NEVER cheat to know your location
- Enemies hear/see you
-Autosaves between each room
- Enemies walk between rooms and enter rooms you are in
- Simple blood effect shows where enemy was hit

Known problems:
- Objects and textures are rubbish placeholders
- Door object doesn't open when enemies enter
- Enemies may get continually walk into a fixed pushable box as path finding doesn't avoid them
- Enemies rarely get you at top of stairs (the steps are too steep for path finding at the moment)
- Enemies who have been tripped up lie down when in reality they will be crouching
- No animation for enemies getting back up
- Zombie model is slightly different proportions and size to what collision expects, so bullets may hit just wide of the zombie in certain animation frames.
- Possible to block yourself in with the crate (if done deliberately) just quit and replay to appear at door of room
- Rooms are not lightmapped, although the engine supports it
* These can be easily fixed before the next demo and do not substract from what is on show in this one

Have fun!

Any feeback will be greatly appreciated.

Simple... yet fun!
dj chainz
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Posted: 23rd Feb 2005 03:55
downloading it now...

I am the lead programmer at red spark studios
I also have a blog on how to make a game enginehttp://dbgame.blogspot.com
http://www.brazilianhotties.tk
Hawkeye
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Posted: 23rd Feb 2005 04:15
freewebs sux0rz I started to download it but it wasn't progressing - ding thing said 'download proceeding at: 0 kb/sec' so I quit. Try using http://s25.yousendit.com/ instead - just put your email addy in the 'recipent's email' box, take the link it sends to you, and post it here. It only stays uploaded for a week or something like that, but you might actually get people to download it that way

Math89
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Posted: 23rd Feb 2005 04:47
Really good game ! I like your items system, very good idea ^^
dj chainz
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Posted: 23rd Feb 2005 05:05
im getting 990 bytes/second d/l rate on my broadband. Its taking ages...

I am the lead programmer at red spark studios
I also have a blog on how to make a game enginehttp://dbgame.blogspot.com
http://www.brazilianhotties.tk
Baggers
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Posted: 23rd Feb 2005 05:18 Edited at: 23rd Feb 2005 05:20
Im downloading it now...so in a day or so i can review it !
But really looking forward to it seeing 'Math89's review !

P.S. Would you like me to mirror it for you ?
GothOtaku
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Posted: 23rd Feb 2005 13:42
Ugh, I'm on a gigabit ethernet network and it took me about an hour to download it. I can't wait to try it though.
robo cat
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Posted: 24th Feb 2005 00:28
Quote: " Really good game ! I like your items system, very good idea ^^"


Thanks Math89 and thanks to anyone whos downloaded it, sorry for it taking so long. If you don't mind mirroring it for me then it would be greatly appreciated.

Simple... yet fun!
Cian Rice
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Posted: 24th Feb 2005 00:43
I thought it was too dark. I know it's supposed to be dark, but I couldn't see where I was going at all all I could see were the zombies, also I think a crosshair would be a bit helpful.

Have a heart and join my message board.And now my messageboards work again!Woot!
Hawkeye
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Posted: 24th Feb 2005 01:10 Edited at: 24th Feb 2005 01:16
Dang freewebs is finikety - I tried to d/l it yesterday and it was going at somehing crazy like 400 bytes/sec. Now it's going at 120k/sec! Much better

Ok, the download is finished now... I'll play it and then post some comments.

---- (edit)
Well, you certainly has some work to do, but you've got a very solid concept going. I realllly like the item storage system! Very very cool Level needs some serious work, but the concept is very solid. Good work

One thing tho - my shots didn't seem to effect the zombies at all, they just kept coming at me. I know they can't die or anything, but surely this pistol no matter how crappy should do something?

robo cat
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Posted: 24th Feb 2005 01:49
Quote: "Level needs some serious work"


Yeah, I never had any intention of using those levels in the final game, they are just test rooms so i could get the engine working. I'm working on proper high quality levels at the moment for proper use.

Quote: "my shots didn't seem to effect the zombies at all"


Hmm, haven't had that problem. If anyone else hasn't been able to hurt the enemies please let me know. Was it just the pistol that didn't work, or did the Uzi and Shotgun not work either? Were small red spheres appearing at where you were hitting them? If not then its missing them for some reason, if yes then they should fall over etc. Also, if you are only shooting them in the torso the pistol and uzi do very little, should be able to see some animation changes though.

I agree the game needs a crosshair, not sure why you could only see the zombies though, the levels aren't lightmapped yet so are fairly bright.

Simple... yet fun!
GothOtaku
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Posted: 24th Feb 2005 04:41
You can hurt the enemies it's just hard to see since the red marks don't stay long enough for you to see them usually. A BIG bug in your game though is that if you're health goes below 0 (like -713 which I got up to) then it doesn't register as a death. It seems to hang for a second or two before you emerge in the next room. You probably need to do a check for health < 0 vs. health = 0. Another thing was that it seems to take a while to go through doors. Also, could you make the object models a bit bigger? I think I walked over the Uzi like 10 times. You should also put in a crosshair and hide the mouse. Better object textures and models would help too. Besides that excellent game, I can't wait to see the next version!

(P.S. - If you need any help don't hesitate to ask. I'm decent at modelling and texturing and really good at mapmaking and coding.)
Hawkeye
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Posted: 24th Feb 2005 04:47 Edited at: 24th Feb 2005 04:49
Quote: "Also, could you make the object models a bit bigger? I think I walked over the Uzi like 10 times. You should also put in a crosshair and hide the mouse."

Same goes here - only I never found the uzi, didn't even know there was one Crosshair, yeah, but the mouse... Man, how can you not 'hide mouse'? It's a must-have in any fps

I mentioned you-send-it... Well I'm uploading up it now, it may take a while tho so I'm going to edit this message with the link when it's finished

EDIT: haha, that was faster than I thought Here it is:
http://s25.yousendit.com/d.aspx?id=2OQ7Z3J9YGJEJ35HSDXNKTKASY

EDIT 2: erp, YouSendIt says they have a limit on the number of times you can download any of their files... darn Well it's there anyway, so if you can't get freewebs to work try that

Math89
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Posted: 24th Feb 2005 04:51
I think, if health goes below 0, it's because it's to hard testing a game when we die after 10 seconds .

Going through doors can be a bit long because the program has to delete the current scene and load an other level.
Robo cat, you should use clone object for load your zombies, it's really fast

I'm agree with GothOtaku, sometimes, it's hard to pick a gun when ennemies are pushing you
robo cat
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Posted: 24th Feb 2005 05:01
Health is meant to go below 0 as it is just a tech demo at the moment theres no reason to kill the player. Likewise the mouse will obviously be hidden just forgot about it. Will use the clone object to load the enemies later as it is much faster, going through doors is fast provided there aren't many enemies on the other side. It is hard to pick up guns when enemies are pushing you, but in the actual challenging version it will be easier to stop them actually reaching you, as at the moment health gets below 0 very quickly. I am going to improve models and textures, as I have and never had any intention to use the current media in the final version, they are just placeholders to accomodate the physics engine. Thanks for the feedback. Hawkeye, thanks for putting it on yousendit, is the pistol hurting the enmies now?

Simple... yet fun!
robo cat
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Posted: 25th Feb 2005 00:43
<<<UPDATE>>>
- Crosshair has been added
- Mouse is hidden
- Toned down the domino recoiling enemies effect as it looked glitchy before
- Rooms load MUCH faster

I've also finished planning how online play will be structured. The structure requires a server, it doesn't need a particularly fast processer or bandwidth but needs a small amount of hard disk space. There are no restrictions, such as amount of enemies or the size of the world as the system is designed so that it works independant of these factors. Have got a second pc arriving by the end of the week solely for use developing the network play (as I need multiple pcs to test it) and will be able to flatten out any bugs I find at the weekend (if all goes well). At this rate the game should be online in just a few weeks. Then it is a case of creating the media (models and textures) for the game. Once online play is stable I will develop the AI to perform set pieces, such as diving through windows or climbing over fences. Most of which can be done through the code for moving between rooms. As the game will be online the AI will have to walk into position for set pieces, yet it can cheat a little as you can't see it walking in other rooms.

Simple... yet fun!
robo cat
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Posted: 25th Feb 2005 02:19
<<<UPDATE>>>
- Written the code for online play

All the code is written for online play, now I've just got to wait for the second computer to arrive so that I can actually test it out in practice. Hopefully, there won't be too many errors / mistakes in my code and if all goes well there will be an online version for you to play in a few weeks.

Simple... yet fun!
robo cat
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Posted: 26th Feb 2005 20:02
<<<UPDATE>>>
- Written the server

I'm now at a point where as soon as the computer I'm going to use as a server arrives I can test my game online. There are likely to be a few bugs that need fixing when I do test it but hopefully these won't be too hard to fix; they're likely to be silly mistakes that can be fixed in a few minutes. Once I've tested it with a few friends and all is running smoothly I will post the client up for download - NO FREEWEBS THIS TIME - and will be able to test it with large numbers of people to see how well my engine handles lag etc.

Simple... yet fun!
robo cat
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Posted: 27th Feb 2005 19:22
Computer I'm going to use as a server should arrive today, I'll edit this post later to let you know how the first trial goes!

Simple... yet fun!
Wiggett
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Posted: 27th Feb 2005 20:27
awesome. cant use the normal pc for now, but when i get it back up and running i will download and test it out.

robo cat
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Posted: 1st Mar 2005 01:11
It works perfectly...well...sort of!

I've fallen victim to the fact that DBPro can't handle its Net Buffer, as many other people have also complained about. Everything operates fine if I put a otn of waits around my code so that it NEVER has more than one message in the buffer. However, this will be impossible for the actual game, and it can't be avoided. It all runs perfectly with the waits etc. though incredibly slowly, but until the bug is fixed I can't provide a demo, as many players means the buffer will start filling. This means that progress code wise will be slow, and the sooner the DBPro net buffer bug is fixed, a demo will have to wait!!!

Simple... yet fun!
robo cat
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Posted: 2nd Mar 2005 01:26
Good news! I've fixed the net buffer problem! Its not fixed for the game yet but I've added some functions to a chat program that suffered from the same problem and it now works PERFECTLY! Won't take me long to apply these new methods to the game itself, and I'll be back when I've done so.

Simple... yet fun!
robo cat
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Posted: 2nd Mar 2005 02:47
The game is working online! Having fixed the net buffer problem, by restructuring online play, I have the game working online, with clients being able to simply join the game at any time. However, it has uncovered some lag problems and other bugs. It shouldn't take too long to fix them as the hard part is over and the network communication is sorted. Just flatten out these bugs and I'll make the game available for people to play online, like a MMORPG but limited to 254 players and a survivaly horror May take a day or two to fix the bugs and lag, but once its done a MMORPG similar engine will be fairly complete, just lacking a few enhancements and media!!!

Simple... yet fun!
Hawkeye
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Posted: 2nd Mar 2005 04:30
Sexaaaaayyyyy

GothOtaku
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Posted: 2nd Mar 2005 04:35
How long 'til we can test this baby out?
6r1m r34p0r
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Posted: 2nd Mar 2005 04:50
will the zombies ever die? also, if you die, do you respawn?

scythes are out of fashion. flamethrowers are the new trend.
robo cat
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Posted: 2nd Mar 2005 06:12
Demo will be soon. After bugs and lag are fixed.

Zombies won't ever die, they just get sent lieing on the floor for a long time if got by a successful head shot.

If you die you respawn but your survival counter resets. Your high score is how much game time you have survived without dieing in one go.

Simple... yet fun!
DBAlex
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Posted: 2nd Mar 2005 06:44
wow that was lame.

Spent a long time downloading that dude...make the zombies killable or w/e.


>_0
Baggers
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Posted: 2nd Mar 2005 08:20
Ahh its 'DBAlex', master of constructive criticism.
First off if your going to bitch about something at least get your facts right, you can kill the zombies in the first demo, you can switch weapons for various others lying round the level, although i admit the controls are a bit awkward.
At least give some decent advice.
Lukas W
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Posted: 2nd Mar 2005 17:24
hmm zombie games seem to be in at the moment i havent tested this yet as my pc is broken and my connection is down well i guess i just have to wait... anyway, by reading all this it really looks like you are doing well :-p good luck

robo cat
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Posted: 4th Mar 2005 02:34 Edited at: 4th Mar 2005 03:21
IT'S DONE!!! Online play is fully working. The same features that were in the previous demo are present, with the addition of the following updates:
- Crosshair has been added
- Mouse is hidden
- Toned down the domino recoiling enemies effect as it looked glitchy before

All of the previous features are now working online. Either tonight or tomorrow I'll run a few tests with my friends to simulate certain potential problems. The levels will be the same, as they were designed to demonstrate features - even though they look ugly! There are a few expected issues, mainly graphical - for example if someone is pushing a crate you should be able to walk through the corners (not too far into the crate) also other players appear only as cones, moving and turning as the player should be. You can't trade directly with other players yet, you must use an item to swap stuff around at the moment - the ability to drop items will come soon. I'll let you know how the pre-beta trials go.

For those interested in packet exchange rates, the structure of the game (and what my testing has shown) is that:

No. of players.................Packages per second per player
1..............................150
10.............................15
30.............................5
150............................1
255............................0.6
*Values are predicted based on theory and results from small tests*
*No. of players does not include server*

This is good in my oppinion as 0.6 packages per second is acceptable as lag does not affect gameplay greatly (it will not slow down the client program due to the structure) and there are numerous techniques that can be applies to reduce graphical problems due to lag (such as jerky movement of other players). Although these are projected values based on small tests, it should stick fairly closely to these values.

Simple... yet fun!
Baggers
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Posted: 4th Mar 2005 03:28
Nice one...yep im looking foreward to trying this...have you played halflife's BrainDead mod ?
robo cat
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Posted: 4th Mar 2005 03:35
Sorry, but I edited mention of the beta out of my post as I've been told I don't I have permission to run a beta game on my computer, due to having to allow access through the firewall. I'll be able to release a beta when I've actually got a lot of progress done, but at the moment the verdict is the security risk isn't worth it! I know by saying this I'm pouring petrol over myself and taunting the flamers; it probably looks like I've not got a game at all and have made it all up (Sagetech rings a bell), and all I can say is I'm sorry. There will be a beta eventually, in the future, but until then all I can give you is screenshots of the trials I do with my friends. Sorry

@Baggers No, I haven't played halflifes's BrainDead mod - mainly as I don't have halflife. Sorry, for not being able to release a beta any time soon, even though I feel its ready.

Simple... yet fun!
GothOtaku
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Posted: 4th Mar 2005 04:08
If you need someone to host a game to test on I'll be glad to do it. I have a Windows XP machine on a T1 line that's often used for game server so it should work with no problems.
robo cat
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Posted: 4th Mar 2005 05:12
Cool, thanks for the offer, I'll have to check first. I'll definately want to test the game a few times with my friends first to ensure that nothing can go wrong which could potentially crash the game - more so if its being hosted by someone else. I've also decided there are some things I definately want to do before a beta is released, such as making other players actually appear to walk and sidestep etc. I'll post to tell you when and if I need the game hosted, thanks for the offer though.

Simple... yet fun!
Baggers
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Posted: 4th Mar 2005 05:15
Dont worry man, im not going to start flaming...you had a demo before things went wrong...however though GothOtaku has thrown you a lifeline so take up his offer and we can be playing your game before the week is out !
robo cat
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Posted: 4th Mar 2005 05:31
I'll see what I can do. If the game works well with what I've got already when I test it with my friends tomorrow, then chances are I'll be able to release it before the week is out.

Simple... yet fun!
Wiggett
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Posted: 4th Mar 2005 20:16
hey baggers i got brainbread, thats an awesome mod. playe dit for three days straight just blastin heads gonan downlaod this demo now see what i thinks.

robo cat
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Posted: 5th Mar 2005 00:23
The old demo isn't very different from the current version I'm working on, except for a few things have been tweaked slightly and its online. As for a demo, I'm hopefully holding a test tonight, and if nothing goes seriously wrong I'll release an online version during this weekend.

Simple... yet fun!
Baggers
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Posted: 5th Mar 2005 19:55
Ill mirror the next one for you then !
robo cat
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Posted: 5th Mar 2005 21:21
When I release a demo, I'll be able to upload it to an ntl site for downloading, so it will be much faster. Thanks for the offer though. Didn't get a chance to test it with my friends last night, hopefully can tonight - since its the weekend. Did manage to simulate multiple clients on my computer, however, and it seemed to work fine - except for the inherited frame rate issues from running more than one DBPro app on one machine. After the demo, my next goal will be to make the rooms link together seamlessly - no more doors! This will be quite complicated, but I think I know how to do it fairly easily, but it is necessary to have large outside city sections and the ability to look out of windows into other rooms. This will be my main focus after I have released a demo.

Simple... yet fun!
robo cat
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Posted: 6th Mar 2005 04:02
I've given it some long thought and I've decided to withhold a demo for the time being, purely because its going to be tricky to organise it etc and when I do release a demo, I want it to have the WOW factor that at the moment it just doesn't have. I just want to save the demo for when a few advanced/innovative features have been implemented, rather than putting a demo up now and losing the excitement of the demo with these full implementations. I know you have been longing for a demo, but at the moment I feel its not worth a second demo as much of the new features are hidden in the background - since the current game doesn't harness them yet. Hope you understand.

Simple... yet fun!
robo cat
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Posted: 6th Mar 2005 19:45
Implementing the account and chat system next. I've decided that players can either whisper/speak/shout to people in the same area, but I won't allow people to send a private message to anyone they want, nor get a list of people currently playing - this would subtract from the realism, fear and sense of isolation in dark places. However, there will be a radio chat system where you tune in your radio to a certain frequency, say 1 to 10000, and the messages go to everyone on that frequency. This allows friends to meet up by agreeing on a frequency, and radio groups can be formed where people can talk on the same frequency. It also stops real life discussions ruining the experience as people will know that spies can eavesdrop on their groups plans.

Simple... yet fun!
Wiggett
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Posted: 6th Mar 2005 22:35
nice. cant wait to help test the online demo

robo cat
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Posted: 7th Mar 2005 00:53
The whole chat system is implemented perfectly now, apart from an attractive GUI, at the moment its just printed statements. There are 2 chat types, Radio and Speech. Radio can be used to talk to people across the entire game world, Speech can be used to talk to people in the same area as you. Press "-" to switch to radio mode and "=" to switch to speech mode. When using radio you can use "[" and "]" to tune in your radio frequency to others from 0 to 10000. Any message you type and send will be broadcast to all people with their radios on that frequency. You have the last 5 messages displayed on the screen. For speech use "[" and "]" to set the type of speech, from "whisper", "talk" and "shout", this determines that range at which your message will be received. This message will reach everyone within distance of your speech. Like radio, you type the messages and the 5 most recent will be displayed.

Simple... yet fun!
robo cat
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Posted: 7th Mar 2005 02:03
I sat down for a while to think about how to make the world join together seamlessly (so you actually see into other rooms). I've finally found a feasable way to do it, with no restrictions being applied to other aspects - such as overall world size. It is, however, excessively complicated so it will mean that it'll be the entire focus of the game for about a week or so. Will take a while to implement as it affects just about every bit of code I've done so far!!! Will let you know as I make progress through it. Once its done though it will allow you to look through windows and actually walk through open doorways. It also makes climbing out onto balconies for a bit of sniping a possibility.

Simple... yet fun!
Baggers
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Posted: 7th Mar 2005 02:32
Wow that sounds really cool ! am really looking foreward to this now...are you concentrating on the graphical side a bit more once the network is going ?
robo cat
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Posted: 7th Mar 2005 03:04
Quote: " Wow that sounds really cool"

Thanks! I'm going to concentrate on the graphical side once the actual framework and code for the game is done. The reason I haven't created any final media yet is that I didn't want to create any final media only for the way I handle it to change. For example, after the seamless world code is done, it would make any levels with doors incorportaed in the design, or rooms without windows when there should be entirely redundant. When I've finished the seamless world, accounts and passwords for users and got food implemented I will probably focus on the graphical side by making some nice models and levels. I've broken down the process of making the world seamless into a few chunks and it looks like it will take a few days. Accounts and passwords won't take long as its going to be a free game - if there was money involved then accounts would need a lot more security etc. Food will also be easy to add as it will just be an item that increases your food bar. Your food bar diminshes over time and will start to reduce your health when it is at 0. Then it will be graphics time, in about a week or so. Overall, I'm amazed at how quickly progress has been - since I only started this project a few weeks ago, and 2 weeks ago I hadn't even considered the game ever being online. I think a lot of fast progress is due to the structure of the server/client communications allowing me to add new types of data to the communications with ease - for example adding full chat/radio (minus a GUI) took me about half an hour.

Simple... yet fun!
Wiggett
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Posted: 7th Mar 2005 08:01
i want to marry you, but i think i will settle for making a few models for you to add into your game.just going out for a bit now, but when i get back I will make things like cricket bat, guns, random items, maybe food items for ya too. seriously dude this is sounding hell of cool, and can't wait to see that seemless engine you got going, maybe have to work it out by having the city split into areas, say each building is connected to all the rooms at the same time, but outside is a new load, an then parts of the city, say like se,nw,ne,sw are split up depending on how big, i can also start working on some city buildings for ya. heck i will do lots for the survival horror genre, just not humanoids.

robo cat
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Location: In a cat litter tray, near you...
Posted: 8th Mar 2005 02:16 Edited at: 8th Mar 2005 02:17
Glad you think it sounds cool. As for any objects you make, I will request help later for levels etc since the format for various things is changing. If you have made anything that you think can be of use, I'll try to use it still. If you can make stuff in milkshape 3D format then I can tweak them to fit the layout I need them in. For example, weapons have their use as their animation with an object for a pickup, a model for the left hand and a model for the right hand. All my levels are done in cartography shop as my collision is derived from the layout of the exports.

Have started making an animated skeleton which will be used for all the different types of zombies - as it lets me do more animations for it. I'm hoping to have a huge number of animations - so enemies react differently if they are shot in the thigh or the back of the knee, the right ear or the right eye etc. By using this universal skeleton I can include the animations in loads of zombies with minimal effort.

The seamless worlds is coming along slowly but surely. There have been a lot of problems that I've encountered and its got extremely complicated, yet although the goal seems far away I'm making solid progress towards. It may take longer than expected though as it complicates things to no end. There is also a strong possibility that the seamless rooms will create a great deal of lag and loading times at invisible barriers, this may make it not worth it. I can, however, create a semi-seamless world so it only loads the raw appearance of other rooms whilst a door is opened. The exterior locations, however, would need to be treated differently if this is the case. Hopefully it won't come to that though.

Simple... yet fun!

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