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About this blog

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

Entries in this blog

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

 

 

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)

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)

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).

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!

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