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Nefarious Monkey

Free FPS Zombie Shooter!

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I posted a game up on the server for my website: http://www.nefariousmonkey.com/ it's a 3D FPS I helped develop for a game development class at California State Polytechnic University, Pomona with five other guys. We did it in ten weeks! Check it out, and let me know what you think. It's called "Devil's Reckoning: Episode 1 - boxes of death. We wrote the game using C++, OpenGL, FMOD, and Lua. The engine was written from scratch by yours truly the previous quarter in a game engine design class. This was my first time doing this so the game isn't the greatest, but I learned a lot from the experience. Here are some screenshots of level 1: The keys are as follows: W,A,S,D -- move mouse -- look/aim c -- crouch m -- toggle minimap l_mouse_click -- fire1 r_mouse_click -- fire2 You can change weapons (once you get new ones) with the num keys (1-5 I believe), and you can cheat ( full health/armor/weapons/ammo/keys ... that's no fun!) by pressing '0'. Some other keys are: F1 -- toggle view collision sheet F2 -- toggle free mouse pointer (if you want to maximize the window) F3 -- toggle view AI path nodes F7 -- skip the current level You progress through the level by obtaining keys. There are four different color keys in each level, which allow you to go through the four different color force-fields (doors) that keep you out of certain parts of the level. When you trigger an event, zombies or spiders (depends on the level you are on) come out of the ground, and you are locked in a small area by force fields until you kill all the enemies. When you complete a level (except for level three) a portal will open up, which you must step into to complete the level. You will notice some glitches, but hey we had ten weeks to do this so don't expect Halo 3. The enemy AI sucks pretty bad IMO (my AI guy did a path node system, and wrote an A* algorithm, but when we ran it it made the game unplayable so we went with a simple AI), and the enemies with weapons are basically sharpshooters so try to time their shots and stay out of the open or out of their shooting range (you will be able gauge this if you play for a while). We really didn't have time to assess the gameplay, so it could use some work. I am going to be building a new game engine (I'm thinking I will try my hand at an RTS game next) from scratch using C++, OpenGL, FMOD, SDL, and I'm not sure about the scripting language, so keep a lookout for my progress by subscribing to my site. [Edited by - Nefarious Monkey on March 7, 2008 10:40:38 AM]

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I got all the information from your site, and it looks pretty cool.

Just a heads up: people usually request screenshots, size of download, more gameplay details, and technical specifications including language/library/engine.

You can click "edit" on your post to add HTML <a href> and <img>

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Looks really good for a "learning experience" type of project!

What kind of level formats / editors does your engine use?

Quote:
From the website:
Meanwhile… the evil monks (who have no respect for warning labels) place metal objects into five microwaves forming the shape of a pentagram. The timers on the microwaves are set to 6:66.

That's awesome...

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Quote:
Original post by Hodgman
Looks really good for a "learning experience" type of project!

What kind of level formats / editors does your engine use?


One of my team members (Steve) made us a level editor. I didn't include it in the game download.

We used Milkshape3D as our modeling program ( .ms3d format ), and used whatever free characters we could find on the internet. The level format is of Steve's design. Everything you see in the game is based off of a "Unit" class from the game engine, which includes (1) a model (2) a collision object (3) a location. So the level editor let's you cycle through all the various "Units" we had available (different types of flooring, walls, trees, buildings, etc) and place them anywhere you want. It then saves all the "Unit" data to a text file, which is opened and gone through during load time for each level, etc. (I'm sure you get the picture).

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