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FPSC Classic Work In Progress / The hardcore zombie project

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Ehetyz
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Location: The house by the cemetery
Posted: 21st Jun 2008 20:29 Edited at: 18th Jan 2009 21:35
So, I started a new FPSC project to go side by side with Parasite Q. No, this does not mean I'm stalling/stopping the development of PQ, it's still progressing slowly but surely. This is something I've wanted to do for quite a while now, and the headshot scripts of 1.08 made it finally possible.

The hardcore zombie project (no, that's not the final name)

It's a zombie game, duh. But why hardcore?
Well, I've been playing a ton of zombie games lately, and there are several things that just keep bugging me about them. I'm a big fan of George A. Romero's zombie movies, and the way I see it, the zombie mythology he created is the only valid mythology there is. And it has two important rules: 1: Zombies only die from a headshot, and 2: One zombie bite and you're done.
And that's what makes it hardcore. I'm taking survival horror to the max; only headshots kill, you have no health bar/indicator, one bite and you die. No extra lives either. Or ammo counter. Hardcore, baby.

I know it sounds nasty and all, but it also makes the zombies scary and dangerous. Every dark corner is a threat here. And I can tell you, there are a lot of dark corners in my games
Technically, I'm trying to stay more minimalistic than in Decay and PQ. Whereas in those games one level had about 700-1100 objects, here I'll keep it under 400, to keep the frame rate steady and load times short. It of course won't look as good as those games, but so far I think I've been able to get a nice, old-school grungy look that at least won't make your eyes bleed of terror.
In the same fashion, I'm keeping the production small. So there won't probably be any FMV in the game, and the story is progressed through diary/journal entries. This will also be considerably shorter than PQ, with probably less than 10 levels.

The story of the game? I've yet to write detailed story scenes, but the basic idea is that zombie apocalypse has swept over the planet, and you've gone all survivalist, hiding in your own basement with a field generator and supplies. After months of hiding, the supplies have diminished and you're forced to surface to the post-apocalyptic world, filled with decay and inhabited by the walking dead...

And after the sales speech, some pics from the first level (working on level2 now)

EDIT:

Demo version is online now.

http://trproductions.net/ehetyz/HCZepisode1.rar

It's built with shaders on and has a lot of detail, so it requires a decent system. I'd say the equivalent of my comp is the absolute minimum. So, at least 1,8ghz, 256mb GPU and at least 1-2gb ram.

When playing, keep in mind;

-HCZ has an adventure game-styled point and click mechanic. You can activate various objects such as closets, dead bodies, books etc by pressing enter near them. I suggest taking advantage of this, as it gives you gameplay tips, deepens the storyline, and you can occasionally find ammo clips etc. from closets and boxes.
-The game is pretty dark, I'd suggest playing in a darkened room... In daylight it might be a bit difficult to see what's going on.
-Always aim for the head, shooting elsewhere is useless
-The axe is wildly inaccurate, use it as your last resort

Oh, and The game contains some strong language, disturbing images, adult themes, and strong violence and gore. It's not recommended for children or for the faint of the heart. If in doubt, do not download
(And don't come whining to me if it makes you lose your appetite )

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Juzi
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Posted: 21st Jun 2008 21:25
Very nice idea for a zombie game. I wonder why anyone hasn't figured it out yet . Anyway: Looking very good! I don't really find anything to complain. Can't wait to play this!

http://koti.mbnet.fi/teora/intersoft/
Ehetyz
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Posted: 21st Jun 2008 21:29
Thanks Juzi!
I think other game makers have thought of it, but ditched it because both the rules are kind of in conflict with what you'd normally expect from a game. Hell, even the official Land of the dead shunned to use the zombie rules as gameplay elements, just to make it more like a standard shooter. You can imagine my disappointment when shooting a zombie in the leg required the same amount of hits as shooting them in the head...



-Astek Games Developer-
Juzi
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Posted: 21st Jun 2008 21:33
Yeah. It's more safer for business to use old approved gameplay than new, fresh gameplay. Anyway: When's the estimated release for the game?

http://koti.mbnet.fi/teora/intersoft/
Ehetyz
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Posted: 21st Jun 2008 21:35 Edited at: 20th Jan 2009 21:41
Well, if everything goes as planned, I'll release it in about a month. Then again, usually thing's don't, when using FPSC

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1+1=3
16
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Location: In bed. lazy lazy me...
Posted: 22nd Jun 2008 17:12
wow sounds awsome cant wait to play this.

Game tree games
Ehetyz
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Posted: 22nd Jun 2008 23:24
Thanks

Here's a bunch of screens from level 2. First two are from a courtyard with a children's playground, and the last one is from the second floor of a butcher's shop. Evil

The game's coming along nicely, if you don't count the fact that the 1.10 update totally killed my frame rates, from 35 to 18 AVERAGE. Hopefully the 1.11 will fix it.



-Astek Games Developer-

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Bloodeath 6 6 6
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Posted: 23rd Jun 2008 00:05
nice screenie, in that what second one, the one of the playground, the grass in the corner of the area, can you walk through that without collision? if so would ya mind telling me how, i seemed to have forgot.

You'll Know When You See It.

Death has no end
AaronG
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Posted: 23rd Jun 2008 00:35
Bloodeath 666, I believe it takes a "colloff:" or something action in the FPI script. You tell the entity to spawn, and then tell it to take it's collision off using "coloff" or "colloff" in the FPI script...figured I'd mention that, who knows it may help your searching.

Wow this looks great, all of your lighting and textures go well together. The scenery blends very nicely.


Deathead
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Posted: 23rd Jun 2008 01:03
Is that FPSC? Or are you hiding something.JK
LOOKS GREAT! Really the second on the column looks like a game not made by FPSC.


Akten
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Posted: 23rd Jun 2008 02:12
Looks very good. Things look a little crowded though, kinda makes it hard to focus on the overall layout of the game. Other than that looks very fun to play and very scary.
ASTECH
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Posted: 25th Jun 2008 09:18
I'm here to announce that I've once again grabbed my shotgun,
kicked over the table, and prepared for the inevitable zombie
apocalypse with Ehetyz.

We'll both be designing levels and checking each other to make
sure we pull though with this one.

Stick Close...

Astek



Deathead
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Posted: 25th Jun 2008 17:54
Quote: "We'll both be designing levels and checking each other to make
sure we pull though with this one.
"

Ohh no. Joking. Good luck on this guys.


Shadow Blade
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Posted: 25th Jun 2008 18:11
Wow looks very nice and I like the concept, plus if you want to be really hardcore (or just plain meann ) then you could get rid of the crosshair. Looks great, hope this comes out well and I agree at some screens it looks like something from a commercial game. Very nice work, keep it up man.

m man
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Posted: 25th Jun 2008 18:46
looks great and reminds me of resident evil 3
Ehetyz
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Posted: 25th Jun 2008 20:14
Shadow blade; That's what we're going to do. No crosshair, HUD etc. I'm also working to replace all the normal FPSC sounds with stuff my crew has recorded. It should be pretty extraordinary, we're making the zombie voices really chilling, kinda like the infected in [REC]



-Astek Games Developer-
xsygx
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Posted: 25th Jun 2008 20:25
Concept = cool (8.1/10)
Story = typical (7/10)

Of course the basis of the game-play will provide the player with daunting obstacles. I like the idea that the only weak spot of the zombie is the head. If you want to get really crazy, you should make some really tough, sadistic zombies that have chunks of metal shoved through their faces, unintentionally resisting bullets to the brain. My only concern is how repetitive the game-play will be if the player can only resort to head-shots. The idea is good but a little plastic with regards to the variety of ways a player can dispose of the undead. I'd work with it a little more. Try to come up with creative death sequences to liven the action.

The story is way too predictable.

-Virus or sickness happens to leak out; possibly from a government project.
-Zombies pop out like daisies and people flee in vain as they also become zombies.
-A ragtag group of misfits try to outsmart the zombies.
-One IDIOT in the group gets bitten and doesn't tell anyone until it's too late.
-The group happens to find super-weapons, the Deus Ex Machina since the writer failed to extend the viral zombie story so, sadly, he slaps a big fat "Get it over with!"
-The military FINALLY arrive on the scene and take the adventurers to refuge
-The end... or so we thought?

Just so you know, I'm not telling you to overhaul your project, rather, break the usual pattern. There are many ways of doing so but it's up to you.

Dr Parsnips
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Posted: 25th Jun 2008 20:27
This looks so very promising! i love the whole one bite and your dead! sounds like such a good idea! hope all is going well!

HMMMMMMM
Ehetyz
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Posted: 25th Jun 2008 20:48
@ xsygx:

...
WTH are you talking about? Did you even read my synopsis on the game?

Here:
Quote: "The story of the game? I've yet to write detailed story scenes, but the basic idea is that zombie apocalypse has swept over the planet, and you've gone all survivalist, hiding in your own basement with a field generator and supplies. After months of hiding, the supplies have diminished and you're forced to surface to the post-apocalyptic world, filled with decay and inhabited by the walking dead..."


The player is alone.
There's no group.
No military.
No deus ex machina.
No idiot.
And definitely no salvation.

The story has nothing to do with anything you said. Except for the fact that there are zombies.

We already have a few concepts on how to keep the zombie-killing interesting, every weapon requires a different tactic, because of the widely varying accuracy etc. It won't be just player running around, scoring perfect headshots.



-Astek Games Developer-
ASTECH
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Posted: 25th Jun 2008 21:01
Quote: "scoring perfect headshots."


That made me laugh.
But seriously... this isn't your cliche' zombie shooter. I really
do hate the fact that most zombie shooters aren't so gravitationial
and real and exceptive to the fact that when your screwed over...
it's just stupid to think it's always going to end with a cliche'
ending.

You haven't played through this like me and Ehetyz have.
Until you play the final game... don't judge it "lame".

And back on to the progress issue, I'm working up my secret level
I have yet to announce and will most likely not. The level is
running nice and I've managed to make a good open area for the
city despite FPSC capabilities.
The framerate is even higher for me on the level than the first
two levels.

So... we're still not out of the zombie wave yet.

Astek



SamHH
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Posted: 25th Jun 2008 21:54
Amazing level design and mood! I can't wait to play this.


Ehetyz
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Posted: 26th Jun 2008 01:42
Level 2 done, working on level 3, which is a trashy ghetto hotel.
Here's some WIP pics; first, a back alley that leads to the hotel, and then two pics of a stairway inside the hotel; just to show off the slightly modified wooden stairs



-Astek Games Developer-

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djmaster
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Posted: 26th Jun 2008 11:03
hmm what about meele weapons like bats and axes at the start??? that would improve the gameplay and the meele weapons should make like 5 or max 10 damage to zombies,except the axe maybe 15

Current FPSC Projects:
Lion 3D (Wolf3D remake)10% done
Unknown World 25% done
Ehetyz
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Posted: 26th Jun 2008 12:31
The player will have a fire axe. We're also planning on the player being able to crush weaker doors with the axe.



-Astek Games Developer-
Juzi
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Posted: 26th Jun 2008 14:42
Oh my god! These new screenies look good as always. Can I marry your level design skills?

http://koti.mbnet.fi/teora/intersoft/
Pus In Boots
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Posted: 26th Jun 2008 18:32
I couldn't see a thing inside that screenshot except a slither of light and the darkened outlines of the stairs.

If it feels good, it's a sin.
Skulldigs
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Location: The Zombie Test Site
Posted: 26th Jun 2008 19:49
Geeze I can feel my eyes bleeding already! Good Job, your doing great with the screens! and is it going to be free.

I hope you didn't have plans on living!
ASTECH
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Posted: 26th Jun 2008 20:00 Edited at: 26th Jun 2008 23:52
Quote: "I couldn't see a thing"


That's where adjusting your contrast might help a bit.
If that doesn't work... it might just be your monitor.

Quote: "and is it going to be free."


I can't say as I'm the complimentary designer... Ehetyz and me
are going to have to talk about it. From what I understand, thats
what he planned... but our idea rate is growing rapidly and if
we want a satisfying game we have to include all these levels that
are jolting into our heads.

If it includes a price, I wouldn't expect it an outragous one.

Astek



Skulldigs
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Posted: 26th Jun 2008 23:23
kool im looking forward to it!

I hope you didn't have plans on living!
Little Bill
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Posted: 27th Jun 2008 09:41
Nice. I'm looking forward to playing this.

Dark Jaguar Flame
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Posted: 27th Jun 2008 15:11
Quote: "it might just be your monitor."


Hehe.. i realy need a new screen..

Ehetyz
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Posted: 29th Jun 2008 22:21
Level 3 and level 4 finished. Level 4 has the player going through some underground sewer maintenance tunnels. It's dark, gritty and filled with zombies...
Here, have some screenies;



-Astek Games Developer-

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General powell11
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Posted: 30th Jun 2008 06:15
this is fps creator right, the one you buy off of this site, great work! it looks incredible, reminds me of quake?

Taking song requests, see my post!!!
SamHH
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Posted: 30th Jun 2008 13:07
The new screens are excellent, I wonder why this thread hasn't got more posts.


Ehetyz
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Posted: 30th Jun 2008 13:20
Probably because of the boring name



-Astek Games Developer-
Little Bill
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Posted: 30th Jun 2008 19:06
Those screenshots inspire me too much.

Pride
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Posted: 30th Jun 2008 23:02
That is sick, man! It looks amazing so far!

I've always liked using a HUD with...well, no HUD. This looks like a playable horror game, no over-drawn gameplay, just one bite and you die! Love it!

Hope to see it finished,
==Pride


A Work in Progress not yet in the forums
Ehetyz
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Posted: 1st Jul 2008 00:04
Thanks

Pride; That's the idea... I really got fed up myself playing all the survival horror games that rely on OTT puzzles and scripted scares etc... I just want to strip the concept down to the core, keep things believable and make the player actually fear, and not just jump from loud sound FX...

Let's hope I succeed.



-Astek Games Developer-
Pride
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Posted: 1st Jul 2008 23:39
I completely know what you're saying!!!

Anyone seen "The Exorcism"? That is a true terror movie, no random zombies jumping out and covering-up the whole screen while a loud noise rings out, scaring you. No, personally I like to be scared, but I wanna be freaked-out to the core.

Horror games need to be scary, you need to feel extremely vulnerable. If you went through a zombie game as Master Chief or Alice, you'd be less scared because you know you have intense power. Now, if you played as a 22 year-old computer technician, you'd be scared because you don't play as a demi-god, you play as an average citizen.

I am seriously looking forward to this game and hope you do in fact succeed. It looks sick from the previews and sounds extremely promising, I'm eager as hell to see this complete.

Good luck, man,
==Pride


A Work in Progress not yet in the forums
Ehetyz
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Posted: 8th Jul 2008 01:28
Time for some updates, so you folks don't go thinking that this has taken the vaporware route

So, the reason there hasn't been much showcase pics for a while is that I haven't been working on level design, but instead doing textures and scripts, and balancing the gameplay. I've pretty much gotten everything to work that needs to; the weapon inaccuracy system, the HUD (or lack of), the sounds, and last but not least, the point and click story triggers.
I wanted the game to have them to give it more of an exploration/adventure kind of vibe. When you walk up on a point of interest, pressing enter will reveal more information; you can examine things, search for clues, read books, notes and bulletin boards... It's an integral part of the game now. There are 20+ story zones per level.

Last, here's two pics, first being one of the "examine" story screens, and second showing two zombie retextures (in the simple.fpm level)



-Astek Games Developer-

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Inspire
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Posted: 8th Jul 2008 03:27
That's awesome, this game is gonna be great.

Your signature has been erased by a mod
Dar13
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Posted: 8th Jul 2008 21:36
this game is so very different even for indie that's why it's going to be great.

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Heroefol
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Posted: 9th Jul 2008 12:36 Edited at: 9th Jul 2008 19:55
This looks awesome!

darimc
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Posted: 11th Jul 2008 00:23
There could actually be a market for this type of game, I don't know of any like it. I would definitely buy it, looks amazing.



Punk13
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Posted: 11th Jul 2008 00:45 Edited at: 11th Jul 2008 00:48
Hey are those Custom segments your using?

Oh and weapon inaccuracy?

And did you read a tutt on how to make those story zones or did you make the scripts?

Thanks
Punk13

Ehetyz
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Posted: 11th Jul 2008 11:22
Thanks for the comments

Punk13;
The segments are from Model pack 5 and Tomb-pack.

The weapon accuracy can be adjusted from the gunspec file.

I made the story zone scripts myself.

Darimc;
Thanks, I'm not really sure about the commercial thingie. I think we'll have to get the game done first and see how it turns out...



-Astek Games Developer-
darimc
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Posted: 11th Jul 2008 21:05
Okay, it was just an idea. But I agree that you should wait to see how it turns out.
Quote: "Thanks, I'm not really sure about the commercial thingie. I think we'll have to get the game done first and see how it turns out..."




Punk13
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Posted: 11th Jul 2008 21:31
Does that Script work with NPC's as well?

SamHH
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Posted: 12th Jul 2008 19:53
The interaction reminds me of RE4, good work.


CoffeeGrunt
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Posted: 12th Jul 2008 21:14
Quote: "I wonder why this thread hasn't got more posts"

Quote: "Probably because of the boring name"


Yeh, it's a shame about that, this is looking great, atmospheric as usual Ehetyz......

I've been getting low amounts of traffic on my thread too.....maybe it's the name as well......

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