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About this blog

Game design and coding blog for my first "serious" game project "PandemicZ".

Entries in this blog

 

Daycycle implemented

A lot have happened, biggest thing is dynamic weather and day/night-cycle. i'm pretty lazy to update this gamedev.net blog, but please check out my Youtube-channel and pandemicz.net website    

Tero Ojala

Tero Ojala

 

Updates updates...

Adding some finishing touches to game: Zombies now does not ignore player Less annoying audio that fades away quicker when player is not close Audio is far from done, ambient, footsteps etc... New Zombie animations Running Standing up after being turned to zombie Trees now hides when it obstructs view to player Limited ammo and "realistic" clip-size and reload Ammo crates Minimap! Cyan for human Red for zombie Gray for dead (really dead) Yellow for ammo crates Money-balancing Killing zombie gives 10€ Killing human takes away 5€ Turret costs 500€ If Zombie kills human, it does not decrease money. Only if player shoots human, it decreases. UI-redesign Random details on maps (rocks, bushes and so on)

Tero Ojala

Tero Ojala

 

Updates updates...

Adding some finishing touches to game: Zombies now does not ignore player Less annoying audio that fades away quicker when player is not close Audio is far from done, ambient, footsteps etc... New Zombie animations Running Standing up after being turned to zombie Trees now hides when it obstructs view to player Limited ammo and "realistic" clip-size and reload Ammo crates Minimap! Cyan for human Red for zombie Gray for dead (really dead) Yellow for ammo crates Money-balancing Killing zombie gives 10€ Killing human takes away 5€ Turret costs 500€ If Zombie kills human, it does not decrease money. Only if player shoots human, it decreases. UI-redesign Random details on maps (rocks, bushes and so on)

Tero Ojala

Tero Ojala

 

First level done

First level of PandemicZ is now done. Dawn brings the dead to the little village. It has no way out, but killing all the infected. https://pandemicz.net/2017/09/27/first-level-done/  

Tero Ojala

Tero Ojala

 

Optimizing my brains out

Last night I decided to completely trash my A* pathfinding, it just is not good enough for big maps and huge number of subjects. After 14 hours, everything is now re-coded and re-thinked. Now game can run 2000 population simulation at 1920×1080 resolution and maintain solid 30+ fps (tested on late 2016 Macbook Pro, i7, Radeon pro 455). Before optimizations even population of 1000 forced frame rate to drop below 20 fps . Main problem was with pathfinding and zombies human detection, but now with multithreaded pathfinding with heap-indexing and whatnots I would think that real gaming setups could easily simulate over 5000 people infections. But with great speed, comes great sacrifices My glorious civilian models were about 3500 verts each. Now they are only 413 and look horrible from close distance. But in game it does not really show. No more realistic collision detection, characters will overlap and no more zombie-piles. Collision detection is playable at 1000 humans, but after that only really beefy CPU:s can handle them (I will try to find some middle-ground solution for this).

Tero Ojala

Tero Ojala

 

First peek to the gameplay

Hi and welcome to my Gamedev-blog. I update here more details of game design and coding i as go along. You can also check my site for the game at https://pandemicz.net/ Okey, this is pre-alpha product but just to give some idea to the gameplay. Sorry about audio, it is recorded from external speakers. * Shooting, reloading, shells and clips are now working with pretty damn satisfying results! * 3D-audio is now implemented with 10 different screams (based on character models). A lot more of audio is coming in near future. * Automatic camera tilting is implemented. If view to player is blocked, camera tilts to show player. Bit jerky still, but it’s a start. * Blood decals have now more “realistic” shaders. * Little UI elements have been added (human and infected counters) A lot more is coming to enhance gameplay: automatic turrets, different weapons and in-game-money for example!

Tero Ojala

Tero Ojala

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