Jump to content

  • Log In with Google      Sign In   
  • Create Account


Dead Valley: GTA/DayZ-style Top-down Zombie Survival Game


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
8 replies to this topic

#1 dmcinnes   Members   -  Reputation: 117

Posted 20 August 2012 - 09:42 PM

Hey Folks,

I've been lurking here for a while, gratefully researching stuff for my own project which is finally released:

Dead Valley

It's an HTML5 Zombie survival game in the 2D Grand Theft Auto top-down style. You have to scavenge for guns, ammo, food and fuel while trying to escape the valley by driving 150 miles away from your farmhouse. There's a day-night cycle, so be careful at night -- try not to damage your headlights Posted Image

Play it: deadvalleygame.com

Here is a gameplay video:
http://www.youtube.com/watch?v=DaLrtgzg6ig

Let me know what you think! I'd be happy to talk about how it works.

Thanks!
Doug

Sponsor:

#2 DpakoH   Members   -  Reputation: 889

Posted 21 August 2012 - 04:42 AM

man, you have done some very good work! although the gameplay could be improved, the game is very sweet! :)
can you tell us what technologies exactly you have used to make it ?

and again, good job!

#3 Unite!   Members   -  Reputation: 137

Posted 21 August 2012 - 06:45 AM

I'm addicted to it!
Great gameplay and idea!
The hero is too slow. My fingers are tired to press this buttons trying to make him faster ))

#4 dmcinnes   Members   -  Reputation: 117

Posted 21 August 2012 - 10:28 AM

Thanks! I've been working on this one for a while... :)

I used DIVs with multiple backgrounds for the sprites and tiles and positioned them using 3D CSS transforms. Sprite animation just changes the position of backgrounds.
For the day/night cycle I used a canvas overlay and punched headlight/flashlight holes it in with a source-out compositing operation. Ricochet particles and the like are rendered directly on the sky canvas.

For collision detection I did a grid-based broad phase and SAT for the narrow. Collision response uses a mixture of rigid body dynamics for the cars and a version of speculative contacts for anything not touching a car :)

I used the SoundJS library for audio which worked fairly well -- HTML5 Audio is still crappy.

#5 slicer4ever   Crossbones+   -  Reputation: 3087

Posted 21 August 2012 - 08:12 PM

wow mate, this is amazing, me and a friend were playing at the same time over skype. it's a great game, but the gas mechanics seemed to be a bit finiky, i couldn't refill my car when it was right next to the pump(and the pump had gas).

as well, if a car is broken, you lose everything in the car, which is a bit annoying, not sure if it was designed to do that, but after the first time, i stopped using the car's inventory .

also, I know it's asking for alot, but any sort of co-op multiplayer would make this game golden.

edit: out of curiosity, how long did you work on this?

Edited by slicer4ever, 21 August 2012 - 08:17 PM.

Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.

#6 dmcinnes   Members   -  Reputation: 117

Posted 22 August 2012 - 11:36 AM

Thanks!

Currently it checks the distance between the center of the car and the center of the pump which isn't ideal since the car could be at an angle next to the pump but its center is too far away.

The loss of inventory has been a big complaint. I've considered different ways of having a car's inventory survive..simplest would be to show the wrecked car's inventory when touched. Ideally the items would have sprites that scatter on the ground but that means I have to support drops. Probably the way I should go. Regardless I will probably not let ALL the inventory survive :)

I'm looking at multiplayer! Lots of work though but it would be a good challenge. As an informal poll, would you guys pay for multiplayer? I'm toying with the idea of doing a Minecraft style pricing scheme, one time fee, 1/2 price beta etc with server side registration. Perhaps persistant worlds...

I worked on this in my free time off and on for a year and a half. During that time I moved across state lines and my wife had a baby so YMMV Posted Image

#7 slicer4ever   Crossbones+   -  Reputation: 3087

Posted 22 August 2012 - 05:16 PM

Thanks!

Currently it checks the distance between the center of the car and the center of the pump which isn't ideal since the car could be at an angle next to the pump but its center is too far away.

Perhaps simply making the distance check be the car's radius and the gas pump radius plus a small x amount would be sufficient for most cases.


The loss of inventory has been a big complaint. I've considered different ways of having a car's inventory survive..simplest would be to show the wrecked car's inventory when touched. Ideally the items would have sprites that scatter on the ground but that means I have to support drops. Probably the way I should go. Regardless I will probably not let ALL the inventory survive Posted Image


Drops would probably work best in the long run, particularly if you do manage to get multiplayer up, so if i want to toss things to my friend, i just have to drop it out of my inventory.

I'm looking at multiplayer! Lots of work though but it would be a good challenge. As an informal poll, would you guys pay for multiplayer? I'm toying with the idea of doing a Minecraft style pricing scheme, one time fee, 1/2 price beta etc with server side registration. Perhaps persistant worlds...

if it did get to the point of asking for money, i think it'd be better to move it into a distributable binary at such a point, than keeping it as an html5 web game, but only if money were to become involved, but i'd probably be willing to shell out 9.99 if their were multiplayer, persistant world, and a bit more variety of buildings/weapons. also, in my time of playing the game, zombies seemed to be the only creatures i encountered, perhaps adding a few other enemy types would be a decent idea.

if you really wanted to immense players in the game, i'd also re-work how entering buildings worked, instead of just kind of going in like you do now, i'd make it so you actually can walk around the house and such, this way when you encounter the zombies whom are in homes, you actually fight them in the home(or perhaps some scary baddies could be lurking in homes as well, instead of out in the open).

I worked on this in my free time off and on for a year and a half. During that time I moved across state lines and my wife had a baby so YMMV Posted Image


It's an impressive game mate, and shows alot of your dedication, me and my friends really enjoyed it, so i hope you keep at it as i think you've got alot of potential to make this game really great.

edit: also, out of curiousity, do the zombies just spawn outside of your view, or is their some other mechanism's that govern where zombies are?

Edited by slicer4ever, 22 August 2012 - 05:17 PM.

Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.

#8 dmcinnes   Members   -  Reputation: 117

Posted 22 August 2012 - 11:52 PM

Drops would probably work best in the long run, particularly if you do manage to get multiplayer up, so if i want to toss things to my friend, i just have to drop it out of my inventory.


Good point!

if it did get to the point of asking for money, i think it'd be better to move it into a distributable binary at such a point, than keeping it as an html5 web game, but only if money were to become involved, but i'd probably be willing to shell out 9.99 if their were multiplayer, persistant world, and a bit more variety of buildings/weapons. also, in my time of playing the game, zombies seemed to be the only creatures i encountered, perhaps adding a few other enemy types would be a decent idea.


Good to know. There's probably no reason why I couldn't wrap up a web view in an app with some custom bindings. I could make a real Audio component.

if you really wanted to immense players in the game, i'd also re-work how entering buildings worked, instead of just kind of going in like you do now, i'd make it so you actually can walk around the house and such, this way when you encounter the zombies whom are in homes, you actually fight them in the home(or perhaps some scary baddies could be lurking in homes as well, instead of out in the open).


I'd love to do that! Make searching more interesting. The way it works now was partly done to limit the amount of art I needed to draw Posted Image

It's an impressive game mate, and shows alot of your dedication, me and my friends really enjoyed it, so i hope you keep at it as i think you've got alot of potential to make this game really great.


Thanks so much! Posted Image

also, out of curiousity, do the zombies just spawn outside of your view, or is their some other mechanism's that govern where zombies are?


The game holds 4 sections of 64 tiles each of the full game world at any one time. As you move around, I shift out the two sections behind you and pull in two new sections in front. Each section gets a random number of zombies depending on how many buildings and cars it contains and how far you are from the origin.
To save some cycles I turn off all collision detection past a certain radius which also has the added benefit of making it easier for the zombies to find you Posted Image

#9 Paratron   Members   -  Reputation: 133

Posted 12 September 2012 - 03:29 PM

I really like the idea and implementation of the game. Its fun to play :)
The only thing that really annoys me after playing it for a couple of minutes is that it feels like the character is constantly walking through a sea of glue.




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS