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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsProcedural GenerationHeatvision Zombie Showdown [DEMO]
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Author Topic: Heatvision Zombie Showdown [DEMO]  (Read 9745 times)
nayon
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« on: May 12, 2008, 05:14:59 AM »



Zombies have invaded the city. You have to get out. You grab your heat vision goggles and take to the streets.

Then you realize, zombies don't radiate heat.

Oh well, you'll just have to use your eyes and run then.

****************************
FIRST DEMO HERE:
http://www.load.to/?d=eWb16GN5vk

Controls:

Cursor keys: move
LeftShift: sprint
LeftCtrl: drop bomb

No dying or anything implemented yet, just a proof of concept

****************************

The buildings are procedurally (not entirely randomly) generated, and I hope but don't promise procedurally generated textures and some stuff.

You can see in a given area around you, but otherwise you are limited to map-view.

Zombies rush you when they see you, but they aren't smart enough to follow you around corners, so you have to give them the slip.

More info soon.
« Last Edit: May 13, 2008, 10:59:04 PM by NaYoN » Logged

increpare
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« Reply #1 on: May 12, 2008, 05:37:04 AM »

 :D
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Alex May
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« Reply #2 on: May 12, 2008, 05:46:10 AM »

I also lolled. Nice one :D

Procedural zombie games are the future, but then of course I would say that.
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nayon
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« Reply #3 on: May 12, 2008, 11:44:34 AM »

Added smoke grenades that distract them zombies. At least the smoke of the grenades can be seen with heatvision.

(And the smoke is procedurally generated!!!)
« Last Edit: May 12, 2008, 11:47:36 AM by NaYoN » Logged

jwaap
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« Reply #4 on: May 12, 2008, 11:49:49 AM »

Oh shit I've always wanted to make something like this, but gm doesn't allow me. I should learn something better.
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nayon
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« Reply #5 on: May 12, 2008, 11:58:36 AM »

Well I've never used GM, the only game making program I used was klik/play back when I was around 10 years old, and other than that, I've coded stuff in Java and XNA, but always had to let go of it after a while due to heavy school (our school has a CS department which is famous across the nation, it's REALLY hard) but now that I have Python (and pygame or pyglet) life is so much easier :D

I recommend them, life is more fun with Python as compared to Java/C# (but much more painful compared to game making programs, probably)
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Hideous
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« Reply #6 on: May 12, 2008, 12:09:27 PM »

Oh dear yes, Python is awesome. Too bad the most advanced thing I ever did was a pong clone in it.


I thiiink I can make a platform engine.
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nayon
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« Reply #7 on: May 12, 2008, 12:15:44 PM »

Well that's better than me then, I have two platform engines (one in Java, hella buggy; one in XNA, very good but too massive and deep to be manageable) so basically i fail at platform engines :D
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nayon
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« Reply #8 on: May 12, 2008, 12:56:20 PM »

Sooo, what should I add? What I have now is basically running around/hiding from zombies by either giving them the slip or stunning them with grenades... I'm thinking the player has to find certain artifacts within the city or something... Or maybe once in a while a special zombie will spawn and the player will have to get to that zombie or something... Any ideas?
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FARTRON
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« Reply #9 on: May 12, 2008, 01:16:52 PM »

Obstacles that can be overcome by finding and bringing certain survivors with you. A fireman to get through the flames and turn off the gas. A gymnast to bound over the wreckage and open the door from the inside. A child to crawl through the vent. Etc. If they die, you have to go find another.
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« Reply #10 on: May 12, 2008, 01:33:05 PM »

Escort missions are always fun.  Roll Eyes

Other humans that try and shoot you?

vehicles?
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FARTRON
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« Reply #11 on: May 12, 2008, 01:50:32 PM »

Yes, they're usually implemented horribly. But if the escorted survivors were disposable (fireman dies so you go find another firehouse, gymnast/cheerleader = highschool, etc) and if the AI was simple (they just crowd around you real close, or follow you like ducklings) it wouldn't be bad. Better than searching the city to find the key in my opinion. You could also let them be infected and gradually turn into zombies; if you can get to the obstacle before they turn, they'd still help.
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« Reply #12 on: May 12, 2008, 10:13:33 PM »

Sweet!  I'm always fond of Zombie based games and have lots of un-started ideas involving them...  I personally like there to be near overwhelming hordes to press the player constantly and force them into confined spaces (buildings/houses/etc) with no foreknowledge of what might be around any given corner.  I think allowing them to hide for a minute can work well, as long as they get found after a reasonably short time.  But that's just me....
Looking forward to trying it whichever way you go.
Good luck!
--Zack
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William Broom
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« Reply #13 on: May 13, 2008, 12:04:55 AM »

Sounds like it could be very scary despite the sparse graphics.
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Pacian
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« Reply #14 on: May 13, 2008, 11:00:08 AM »

Sooo, what should I add?

The ability to set zombies on fire would have obviously game-breaking applications.
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Terry
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« Reply #15 on: May 13, 2008, 12:43:04 PM »

Escort missions are always fun.  Roll Eyes

Am I the only person in the world who actually kinda likes escort missions?

...when they're done well, of course.
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nayon
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« Reply #16 on: May 13, 2008, 12:49:05 PM »

Pretty much, yeah :D
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nayon
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« Reply #17 on: May 13, 2008, 10:59:28 PM »

I have a proof of concept demo here: http://www.load.to/?d=eWb16GN5vk

Controls:

Cursor keys: move
LeftShift: sprint
LeftCtrl: drop bomb

No dying or anything implemented yet, just a proof of concept
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William Broom
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« Reply #18 on: May 13, 2008, 11:07:35 PM »

Escort missions are always fun.  Roll Eyes

Am I the only person in the world who actually kinda likes escort missions?

...when they're done well, of course.
Sure, they can be fun. The escort mission in Twilight Princess was awesome, although it might have just felt that way because I was so surprised that there was an escort mission in a fucking Zelda game.
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nayon
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« Reply #19 on: May 13, 2008, 11:27:52 PM »

I didn't finish TTP, I'm just after the boss you kill with the spinning disk thingy, and I recall no such mission... Interesting.

Play the demo, I want feedback! :D
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