Zombie Apocalypse


In order for this project to advance we need someone to take control, Right now I'm going to do this.
We are going to use the same engine as tremulous. if people fell like contributing they should probably familiarize themselves with the map editor. the devs should get the source and tinker a bit.
I Almost have the website up, it's going to be mediawiki.
 
Hi guys, sorry for not being here during the last week. Real life had me distracted, my mom is pretty sick.

Quake 3 (which Tremulous is based on) is too complicated for me to program. So I think you should know that, regretfully, I won't be contributing much code if you choose this engine.
 
Since tremulous already supports building thing, we should modify the engine so that you can build barricades as humans and you can't build anything else.

Zombies should replace aliens, they should not be able to build, they should be able to choose from a set of premade spawns.

everyone should start of as human, one randomly dies and becomes a zombie.

Humans don't respawn

Zombies instantly respawn.


That should do for a feature list for now, what do you all think?
 
I'd say barricades should be made with the help of movable objects already on the map.
 
I think a basic re-theming of Tremulous would be great as a first step. If the entire mod doesn't modify the core (much), there's the added benefit of a much larger developer base.
 
Hiroe said:
Since tremulous already supports building thing, we should modify the engine so that you can build barricades as humans and you can't build anything else.

Zombies should replace aliens, they should not be able to build, they should be able to choose from a set of premade spawns.

everyone should start of as human, one randomly dies and becomes a zombie.

Humans don't respawn

Zombies instantly respawn.
That should do for a feature list for now, what do you all think?


I like it, but what about this:
If it randomly selects players for a 1:2 Zombie to Human ratio and a "God" player. The God player moves barricades to the humans' advantage. There would be a bunch of different game modes, like the usual DM, TDM, CTF etc. Some modes players would respawn normally, respawn as zombies, or not respawn at all. There would be one ongoing "do-whatever-you-want" server for people who want tthe MMO. This server would have a few more added features ( a safe house, NPC's etc.) and players could only be humans, with zombies "migrating" from the forest.
Tell me what you think.
 
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Need to get down on paper stuff like:

What sort of environment? Indoor, Outdoor, Combination of both?

Game type? Onslaught (as in constant defending), Build your base before the attack with limited materials (limited to allow for Zombies to actually do something ;)), etc

Multiplayer or Single Player? Both?

Most likely more but I can't think of them.
 
Dutch_Cap said:
I'd say barricades should be made with the help of movable objects already on the map.
This could be done by "picking up" an object, and having it added to your inventory. Later, you could place it down somewhere else on the map. Only one such object could be in your inventory at a time though. Wouldn't actually be all that hard - it would be hard if you tried to implement it HL2 style.
 
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JakeK said:
Need to get down on paper stuff like:

What sort of environment? Indoor, Outdoor, Combination of both?

Game type? Onslaught (as in constant defending), Build your base before the attack with limited materials (limited to allow for Zombies to actually do something ;)), etc

Multiplayer or Single Player? Both?

Most likely more but I can't think of them.
The first question is, what makes the most fun in games? What makes us play a game months over months?
I like Variety in gameplay, that's the reason why I prefer "Onslaught" or "Assault" in the UT Series instead of plain Deathmatch. :)
I think everyone knows how much fun such Gamemodes are, and who ever played stuff like "Team Fortress Classic" etc. knows, what is the Spice in these games.
I would like to see Single and Multi-Player which means Multi-Player Action with Bots as Single Player to. Of course this needs Bots and I know that a good Bot-AI is one of the hardest things to make. (AFAIK TF2 has no bots built in because of this)
I also like Constructing things, I prefer the Engineer in TFC for Example. I'm more the tactic Supporter nature instead of the pure front-fragger. ( http://youtube.com/watch?v=i68cEsALWt0 )
 
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The only reason TF2 probably doesn't have bots is because of the amount of classes and now weapon unlocks. I could only imagine how difficult that would be.

There would be code out there for bots right?

I love Engineer too (my most played class) and I could see some elements of him being included in this game (don't worry, I'm talking about building stuff :p).

I like what you said fusion power about gamemodes, a few would keep the game fresh and fun.
 
QUOTE

The first question is, what makes the most fun in games? What makes us play a game months over months?
I like Variety in gameplay, that's the reason why I prefer "Onslaught" or "Assault" in the UT Series instead of plain Deathmatch.


Exactly, Variety, which is why we should have both.
 
If the dev is up for it a plugin based system would be great. Do you think we could implement LUA or python for scripted weapons or gamemodes? When I looked at the wiki it said god was a dev, normally I'd suspect vandalism but it was added by a wiki user named god, Does anyone know about this? did I miss something?
 
Quick Intro before I talk about a few things that had me register and decide to volunteer some services :)

I am primarily a C/C++ developer (and have been for over ten years), but have a larger repertoire of languages/technologies up my sleeve as (let's face it) one size NEVER fits all when you also have to meet deadlines :) As such, I code in C/C++ where I can, but have released projects developed in Erlang (massive server type stuff), Python, Java, and *shudder* even Visual Basic.

Whilst I've been paid to do everything from low-level device control (GPS-nav & mobiles through to audi-visual security hardware) through to online reporting services (basic database, GIS image creation, PDF generation, etc) - I am (at heart) a game developer with too much at stake (my family) to take the pay cut for full-time work in the industry *sigh*

That said, I have been working on 3D entertainment application development for sometime and have a wide range of knowledge on game software development (if a little shallow in some areas I've not coded for before). I've been looking at doing "my own thing" for sometime, but have been banging my head against the wall of "not enough time to do everything myself!!!"

"Zombie Apocalypse" sounds like it could be very big in the hand-held scene (especially when combined with WiFi multiplayer), provided something actually gets off the ground. Hiroe seems to have hit the nail on the head that there needs to be leadership, and I give him two thumbs up on taking the reins. In my mind (a scary place), "Zombie Apocalypse" could be THE application that kicks off the OpenPandora handset (in much the same fashion as Halo & Wii Sports were for their respective consoles). Honestly, that'd be something I'd like to be a part of!

Having explained where I come from and why I'd like to be a part of the "Zombie Apocalypse" project - let me go into what I'd like to be involved in. I am a 3D modeller/animator and real-time graphics developer. My modelling & animation skills have had only the briefest of commercial exposure, but it made a little money at the time and helped my wife and I with a difficult Christmas. My development skills are somewhat more developed (if not quite as fun due to it also being my "day job").

I'd like to be involved in the development side of things and if possible to contribute to the graphics side as well. I'm willing to vet my skills to those in charge of the project if desired through Skype or other VoIP medium.

I'd also like to know what's going on with the project in terms of direction. For example, Hiroe talks about plugin development for the Tremulous engine in order to extend the application (LUA would be my choice for such development - it's generally easier to integrate than other scripting languages) but how will this affect online gaming? What kind of "game world" is the final application shooting for? Are we talking just Q3 style map "game rooms" which come & go or a more persistent world involving either sharded "rooms" or a more continuous world? What is the measure of success with the development (some people play it, we get reviewed by a gaming magazine, or we get reviewed and praised by several gaming magazines?), etc.

--BenT
 
Sounds like you could be a huge help! It's great to hear from someone who knows how to do these kinds of things. Could you help us out by looking at some of our other ideas here and on the wiki (it's linked in this thread somewhere) and tell us how difficult it would be to do?
 
OK, I've looked through both this thread and the wiki. A couple of things I need clarified before progressing:

1) What kind of game is this going to be?

There is still confusion about the genre of game (FPS vs RPG), graphical interface (FPS vs Isometric vs Top Down), and even the multi-player vs single-player elements! Without trying to be antogonistic, there needs to be some direction applied & decisions made. These also need to be made by the developers (i.e. coders, artists, & mappers) of the game.

Until these types of decisions have been made, important decisions such as the engine to use and what art/code needs to be implemented (and by whom) are not even up for consideration.

2) How does the Pandora platform make this cool?

OK, this is a game beinig developed for the Pandora (exclusively?); otherwise we'd be talking about it on another forum and (honestly) I assume half the developers wouldn't be that interested in working on it. As such, the question we should be asking is - what features are we using of the platform that make this cool. We have dual controls, keyboard, touch-screen, & WiFi available, if we are not using all of them in some fashion, we need to ask "Why Pandora?".

As such, the question of "Why kind of game is this going to be?" needs to be viewed through the lenses of "How can we use Pandora to make something cool?".

3) What are our Genre, Gameplay, & Art Style directions?

I had the image of a cross between survival action-horror (like Silent Hill, Resident Evil, etc) combined with perhaps some form of action-adventure basis (with puzzles to solve, clues on backstory to find, etc). Dark & gritty with moments of terror as you race away from a horde of undead knowing you've got only five bullets between the twenty of them. These images are what I had in mind, and play into how maps are designed, what type of models/textures the artists create, and what features the coders put together for the map-makers/story-weavers to use.

Possibility of Current Plans

As I have (hoepfully) made you aware of - I cannot currently state the difficulty of implementing features until I know properly what they are. There was a mention of using the Quake Zombie in Quake maps at one point. That's a piece of cake, you don't even need someone like me for it. If you are wanting to put together something that stands out (after all, Pandora will already play Quake, Silent Hill, Resident Evil, etc once ports & emulators are taken into account) - we need clear directions on the style, genre, & art.

Without these types of things, I'm shooting in the dark on exactly what things I need to be clarifying the possibility of.

PLEASE don't take this as criticism or assume that I want to "take charge" of the project. Honestly, I simply want to work on something unique & exciting. PC game development (where what experience I do have comes from) is pretty much large publisher / contracted studio territory now. Pandora (while currently targetted as a geek-toy) is new territory and something I'd like to work on. However, without clear direction, this project (like many others) will be stuck as talk on the forums :( I'm not the one to provide that direction - I simply want to know what it is!

--BenT
 
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