So, today I want to go over how we’re planning on doing the terrain. If you have been following our game updates, you would know that it’s an open world zombie survival game. At that would be one of the big challenges- the world! Our game will be a huge world; with places ranging from big cities to farmland to small towns, it will be massive! So a question may be- how in the world will you pull this off?
There are a couple problems with how the terrain will work. First off is the Unity game engine. It’s a great engine, no doubt, but it definitely isn’t a god, so we don’t know exactly what it is capable of (which is why I eventually want to write my own engine). The second thing is that with a world this big, it would lag on even the best computer. Yea, it’s that big! Anyway, we have a simple solution to this problem.
The solution is this- we break the terrain into bits. Yes, there will be some loading screens, but it will definitely help in the long run. This way, you don’t have to render everything in one scene- it will be in several different ones! This is a very simple solution to a problem.
We wanted to make it where you weren’t just walking into a forest when you randomly hit a loading screen, so we’ve decided to do something. The map will have the boundaries of each zone- so whenever you go the boundary line, you’ll know that it is about to have a loading screen. Even then, we will still have a message pop up, saying ‘Are you sure you want to travel to _____?” This will solve that problem!
Alright guys, that’s mostly it! Hopefully we will finish the terrain soon and then we can have a trailer for you! We will also soon have a confirmed announcement of something great for people with no internet. Thanks for reading, blog to you later!
We also have a terrain (A very large terrain that hasn't been done in many games before), but there is pretty much nothing but hills and trees yet, so they will soon be added.
Now, we have our FAQ:
Q: Do you have a price or a release date yet? No and No. We've been working hard on this game, however there is no release date planned yet.
Q: How are you working on and planning your game? We have really used games like this (DayZ and WarZ) and learned from them. We are looking to improve on their flaws, if you will.
Q: Will you have a demo soon? We will not have a multiplayer beta released anytime soon, however, we may have a short single-player demo ready for you soon.
Q: We see that people have been bashing the idea of an MMO considering how you were shot almost every time you were seen by another player in games like this. How are you looking to fix that? We have a couple of solutions to solve this. One way is that you will be able to set up and build a base, whether you are in a group or not, so you can stay safe if it is stable. Another way is by playing this same survival mode, except in a private match by yourself or by inviting people you know. Another thing is our communication system. Not only will there be a mic and text chat option, but the player will be able to surrender to the person, showing that you mean no harm.
Q: What kind of environments can we be expecting? That's the cool thing, see, because really, you can travel everywhere, anytime. There will be big cities, small towns, farms, forests, etc. which brings me to something else. You can really "shape" your environment, because you can build things such as walls, forts, anything. So really, you as a player can restore humanity. Do you want to build a town? Heck, if you have the equipment go for it! If people trust you enough, you could rebuild a civilization. Of course, with our zombies, the could still break in, and that's your job to stop them from doing so. With this feature, I think people will be excited. Of course, this is survival, so you will still have to find food, water, medicine, etc. for your town, so trust me, it won't be easy.
Q: What kind of zombies will be here? Well, these zombies will be the slow moving, brain-dead (no pun intended) zombies. They will be attracted to noises, and in hordes they could be quite dangerous.
That's all for todays Q&A, however, if you have questions, you can either PM me or type it into the comments below, and it could be featured in the next Q&A! Also, be sure to leave feedback, because we want to hear what you think, especially about the new "build" system. Thanks for reading!
Thanks for reading guys, if you have any questions, comments, or ideas, please feel free to comment. Also, we need someone to do zombie models, so if you can, please email me at email@example.com. You can read about it more in the hobbyist classifieds section.
Blog to you later!
Hey guys, so as you know, we’re making a zombie survival game. I have told you details about the game, but they’re small compared to what we’ve decided to do and expand on. We've finally made some changes and decided the overall ties for it.
What is World War Z?
(WWZ is a placeholder now, as I’ve been informed that the name is being used ) Anyway, World War Z is a survival game during the apocalypse. After thinking for a while, we’ve realized that so many games have been made where you stand around and blow endless waves of zombies’ heads off. I’ve decided that it’s time for a change. Our game will be less of a shoot ‘em up and more of a “simulator.” This means surviving by looting houses, eating, sleeping, drinking, boarding up walls, and basically, surviving the apocalypse.
After thinking for a while, I’ve decided to integrate a story into this game. However, it will be your choice. For example, during the story, you might find someone who asks you to do a task that effects the game later on. Our story mode is still in the thought process.
This is where everything is. Like I said before, it’s not standing around blow endless waves of zombies’ heads off. It’s surviving. It’s eating, drinking, sleeping, shelter on several HUGE maps. You can explore different maps from forests to big cities. This isn’t an arcade game anymore, it’s a simulator. This game will also have a day and night cycle.
This will be the best but most challenging part to make. However, it’s going to be the best part. During survival, you can choose to do single or multiplayer. If you choose multiplayer, you will be on a map with other people. The rest is up to you. Will you have them join your team, or will you shoot them so they won’t take all of your food? The choice is yours, whether you want to form a team or be a one man army.
The core mechanics of this game will be based on a system our awesome programmer made. Here’s what he said about his system: “That's great! I'm basing my ideas mostly on Skyrim, but also on Fallout 3. If you don't need a mechanic from the system you can disable it, or you can adjust the mechanics to fit fantastic, modern or futuristic settings. Well, at the moment I have fully designed 6 roles for the player: warrior, hunter, magician, adventurer, thief and landlord. Here you can read more:
The roles are just categories to define skills trees, like in Skyrim. There are several trees per role, for example in magic there is invocation, elemental, transmutation and sensing. But to differ from Skyrim, the alchemy, incantation and conjuration skills will be dispersed among the magic trees. That way sub-roles are not monotonous.
I also designed lockpicking in a more advanced way than Elder Scrolls/Fallout. You don't only have lockpicks (and maybe a lever), you also have wooden probes and metal bars. And the mechanisms will not only have pins inside, but also various components allowing to create simple or very complex puzzles. Pins move lineally and are unlocked in a given position. Gears rotate and are unlocked in a range of angle. Active crystals are unlocked by fragments of the same crystal in the tip of the probe. Active metals vibrate when touched with the same metal, since tools (except the probe) can be made of different metals. Traps are opened by bars, but can suddenly close and break probes and lockpicks. And there is also the magic inscription that has a code-break logic, and is unlocked with symbols written in a bar. In this system the enemy of lockpicking is vibration. Some components produce it and the player has to be careful. Might sound like a lot of complexity, but lockpicking in not perceived as a "good" behavior, if a player wants to do it, it shouldn't be easy.
The combat system is an hybrid between Toribash and classic fighting. Here you can read more:
I designed "imaginary" training sessions, where the player can craft it's techniques unarmed, with direct contact weapons and shields. I recently summarized the concept in that thread, so I'll copy-paste it here:
"There will be some pre-defined parameters for the techniques, and the combination will give a large amount of decorative poses and movements. For example if the player wants to mimic a mantis, he can choose a similar starting stance and pose (frontal, with arms up, hands down), but also a slight decorative movement like moving arms back and forth and the head side to side. That will do the illusion trick. After that the player can choose the movements that his character's anthropomorphic anatomy is able to perform... in other words, kicks, punches, turns, etc. Everything will be predefined, but blended with the poses. The statistics of the character will also affect the execution of each technique."
I'm just waiting for Mecanim and it's IK solving API to begin implementing this mechanic.
I also fully designed the economy and government, which I'm afraid, might not fit with some deep story designs since it's kind of chaotic. Here is more information on it:
For material objects, my idea is to allow unlimited production of unlimited-lifespan items and unlimited inventories (no space/weight limits), with a balanced economy... a totally contradictory concept, since this will generate hyper-inflation. That's why I'm introducing a chaotic mechanism: pests and plagues. These features work as a natural recycling system to balance the game's economy. The pests basically degradate specific materials: mold (for food and ingredients), moth (fibers, cloths, leathers), termite (wood), vitriol (metals; except pure gold, ie. money), weevil (bones and large scales) flash (gems and glass), ghostly entity (ethereal). The good side is that players can benefit from this pests in the way of accelerated mana generation, and food for pets (not decided/designed yet).
Services will be controlled with fees and taxes which is not as chaotic, indeed it's pretty normal in games.
I'm also working, but haven't completely designed yet the character customization system, here is an early idea:
He also said this: “The kit will have some useful mechanics that can be applied to a survival game. I have based my ideas on Fallout, yet I'm going a few steps further. In a survival game the player will gather most of his items from loot, and here the lockpicking mechanic will make the game more interesting and realistic. I'm thinking on a DayZ style, where you are afraid of being surprised by a zombie, and you hurry to unlock a vault that might contain some weapons. You have to decide whether to spend time lockpicking or run to a safer place, so there is a portion of strategy. But the locks are not as simple as in Fallout, there will be several parts that you have to move in order to unlock it. These puzzles can be as easy or as complex as the designer wants. Another mechanic that will be useful is the skill trees, that are pretty similar to Fallout. I haven't decided yet, but there will probably be drugs, and the player will suffer withdrawal effects when he runs out of supplies just like Fallout. The combat system won't include V.A.T.S., because it's not possible to implement bullet time in a MMO game (you can't freeze everyone's time). But I'm adding customization with fighting techniques that I think people will like, and won't see in other games. And finally there are crafting and hunting mechanics, so the player will be able to build weapons and survive in the wilderness.” This kit as well as the game will take time, but in the end we can create a great game.
Well, there is so much to write about the details of these mechanics, and what he has implemented. If you have any questions feel free to ask.
Well, that’s it guys. Also, we still need someone to do zombie models, so if you have good modeling friends, please, ask. Also, I posted something in the Unity 3D collaboration forums as well as the gamdev.net forums, so we should be hearing from them soon. Also, I have created a simple chat/forum site, so if you ever want to discuss the game or talk with us, you can go there: http://zombiegamepro...itetoolbox.com/ the chat on the top bar is a chat room, while the chat in the bottom corner is for a 2 person private chat. It’s not pro, but it’ll do for now. Thanks guys, I think that this is an ambitious project, but if we work together, we can get this done. Like I said, it’ll take time, but it will get done, and we won’t give up. Also, I would like to welcome a few new team members today. Today we have gotten a level designer/3D artist, sound designer, and graphic artist!
1): Would you prefer a "simulation" style (think DayZ mod) or would you prefer fast-paced action (think Black Ops)?
2): How would you like the story to play out? Give us your ideas for missions, and we might feature them in the game!
There will be a couple of modes. The first mode will be Story. It will follow the campaign of a survivor as he finds more people and makes important decisions. Next will be survival, which is where you survive against oncoming hoards of zombies on a free-roam type map. You will have to get ammo, food, water, etc. If we have the chance, we will make co-op. This isn’t required, however.
The Game’s Backstory
You play as Eric Reece, a man with no memory. The game starts as he wakes up in a field, having no recollection of anything. He will do whatever it takes to find what he wants.
An inituative combat system- We are bringing a combat system into a zombie game, something I haven't seen much of. You can stab a zombie with anything from a knife to a screw driver, or you can smash their skulls in with a baseball bat. The choice is yours.
Decision Process- As the story progresses, you choose decisions that could affect the outcome of the game. Will you choose to kill that person, or let them join the team? A player was bitten. Do you put him down, or try to cling on to the last bit of hope you have? This option allows you to make decisions while still being in full control of the character without making a storybook feel.
Wear-and-tear system- A new system design that affects how your character progresses. Based on your decisions, your character could become very dark, or he could be a saint. Our programmer has been working ont this one for months, before we joined as a team, and it's still in production.
Group effectiveness- the choices you make will decide whether the group likes you or not. Will your group hate you or look up to you?
Multiplayer- You can play in Survival co-op, where you can create classes and customize your character's looks based on the currency you earn. Also, in head-to-head, you can be infected OR you can be a human.
My name is Dakota Grossman, and I am an animator. I can do modeling, but I can only do weapons and characters. I have worked with unity for a month or two, but I have worked with animation for about a year.
The programmer for our game is making an FPS kit system based on the mechanics of Fallout: New Vegas, and you can read about it here. It will be the base mechanics of our game:
The Programmer's system
Our programmer is making an amazing system for our game, and here's what he said about it:
"The kit will have some useful mechanics that can be applied to a survival game. I have based my ideas on Fallout, yet I'm going a few steps further. In a survival game the player will gather most of his items from loot, and here the lockpicking mechanic will make the game more interesting and realistic. I'm thinking on a DayZ style, where you are afraid of being surprised by a zombie, and you hurry to unlock a vault that might contain some weapons. You have to decide whether to spend time lockpicking or run to a safer place, so there is a portion of strategy. But the locks are not as simple as in Fallout, there will be several parts that you have to move in order to unlock it. These puzzles can be as easy or as complex as the designer wants. Another mechanic that will be useful is the skill trees, that are pretty similar to Fallout. I haven't decided yet, but there will probably be drugs, and the player will suffer withdrawal effects when he runs out of supplies just like Fallout. The combat system won't include V.A.T.S., because it's not possible to implement bullet time in a MMO game (you can't freeze everyone's time). But I'm adding customization with fighting techniques that I think people will like, and won't see in other games. And finally there are crafting and hunting mechanics, so the player will be able to build weapons and survive in the wilderness."
Thanks for reading, and I will provide more updates for the game as soon as it happens.
Problematic Team Members.21 February 2013
12 levels of quality in-depth, what to look for in the future.21 February 2013
Alpha release- EARLY!18 February 2013
Zombie and Character Models- SO CLOSE TO BETA!06 February 2013
UPDATE: BETA info, and another team.05 February 2013
12 levels of quality in-depth, what to look for in the future.dtg108 - Feb 21 2013 03:22 PM
12 levels of quality in-depth, what to look for in the future.riuthamus - Feb 21 2013 02:47 PM
12 levels of quality in-depth, what to look for in the future.Milcho - Feb 21 2013 01:09 PM