The Zombie Game

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Insomniacp
Posts: 288
Joined: Wed Apr 16, 2008 1:45 am
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The Zombie Game

Post by Insomniacp »

As the name states we don't really have an official name for the game I and my brothers have been developing so for now it is just a Zombie Game. We have decided to release an alpha version of the game so we can continue on to networking and making a beta version.

Download Links:
http://www.rofhonline.com/alpharelease.zip
OR
http://www.rofhonline.com/alpharelease.rar (more compressed in rar format 3mb or so difference)
You need to install the physx software and redist package unless you have in the past.

Current Game:
The goal of this game is to end up with a large scale mmo zombie fps. By large scale I mean like an entire town to play in and destroy. Starting out in alpha it is just you and i think it was 25 zombies or something that will simply walk straight towards you. You have limited bullets and screen size is forced to 1024x768. It is an alpha so give us a break. Zombies die only if shot in the head (yes it shoots right at the center and the method I used to detect head shots is buggy). Shooting a zombie will temporarily slow them down (not really easy to see). They currently respawn in a tree which I am too lazy to change at the moment. Currently the map is just a flat textured terrain node but more on those changes in next paragraph.

Current Needs:
Currently we need someone who knows and is good at making 3D graphics to manage a team of other graphic artists so I don't have to (i am a programmer not an artist :P). Beyond that we need a team of graphic artists to build a large environment for the game.

Things We Use(or plan on):
- Irrlicht (obviously)
- Nvidia Physx (a lot of physics calcs are done server side which will have hardware acceleration)
- XEffects (future)

Map Editor:
The map editor has been my main focus the past month or so and is finally nearing a usable state.
The first part I developed was a physics environment where I can take any object I want to put into the game and build a physics object around it using cubes, spheres and capsules. This allows us to quickly add objects to the game with accurate physics data. in real time I am able to rotate, scale or move physics objects and arrange them together to represent the object. In game these objects will be placed into a single multi-shape so the all act together as one object. I also set some physical data such as mass and other things which creates another file holding the path to texture, model and has all physics data for quick re-creation.

The second part is the map editor and map system which still needs work. Currently I can manipulate the texture with any number of other textures I want I directly edit the texture in memory and will then save that texture to a file to be loaded later. This method allows me to add an unlimited number of textures to the map. The brush size and rate it changes the texture can be set. It loads a list of files in the textures folder and gives a thumbnail of the selected texture. This editing of the texture occurs across terrain nodes which allows for seamless looking maps to be made without thinking. (though the texture must be made to fit the size of the map perfectly otherwise it stops partway through the texture making it skip when crossing terrains a simple resize of the texture will fix that). The current texture size is 2048x2048 for each map, and the height map is 305x305. Height kind of works I am still optimizing this though so I don't check every vertex just those within a distance of brush size. That is all that is done at the moment but the rest should fall in to place soon.

Here is a screen shot of the map editor with a 3x3 grid of maps
Image
non scaled image at http://www.rofhonline.com/mapeditor.bmp

There are some screen shots of the zombie game here (lighting was removed for alpha release as it was buggy with trees)
http://rofhonline.com/zombie%20screenshots/

Controls:
W, A, S, D to move
space to jump
R to reload
L_Shift to spring
L_Click mouse to shoot

Game Tests:
Test machines:
intel pentium 4 3 ghz
1 gb ddr (may have been ddr2) ram
nvidia geforce 7600 GS
fps 60-80

Editor Tests:
Test machines:
intel pentium 4 3 ghz
1 gb ddr (may have been ddr2) ram
nvidia geforce 7600 GS
~20 fps when editing 4 tile's textures with brush size of 10 (when in a corner with 4 tiles)
200 fps when not editing anything
Last edited by Insomniacp on Tue Jun 01, 2010 1:53 pm, edited 4 times in total.
kazymjir
Posts: 727
Joined: Sat Feb 20, 2010 4:05 pm
Location: Munich, Bayern

Post by kazymjir »

Zombie massacre !
That what aek like!
grumpymonkey
Posts: 222
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Location: Miami, Florida
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Post by grumpymonkey »

not much to say about this its a little too early to judge. I do applaud you on the physics part, the collision detection was great. What bothered me though was the camera since it was right above the player, but I'm sure that could be fixed easily so its not that big of a problem.

So far nice job, I suggest you finish offline mode before you even think about online since that is usually an indie game killer

EDIT:
wow 1 gb ddr ram?? thats really bad considering you have a 3ghz processor and an nvidia card. idk how the hell you were able to get 200fps. I have a E5300@ 2.6ghz, radeon 4670 , and 4gb ddr2 but I was only able to get around 180 in the beggining then it started steadily declining until it got to like 120-140(at which point I ended the program)

also, physics simulations on the server side is very difficult to do and will result in laggy games, even if the clients are on the same network
Image
Midnight
Posts: 1772
Joined: Fri Jul 02, 2004 2:37 pm
Location: Wonderland

Post by Midnight »

grumpymonkey wrote:not much to say about this its a little too early to judge. I do applaud you on the physics part, the collision detection was great. What bothered me though was the camera since it was right above the player, but I'm sure that could be fixed easily so its not that big of a problem.

So far nice job, I suggest you finish offline mode before you even think about online since that is usually an indie game killer

EDIT:
wow 1 gb ddr ram?? thats really bad considering you have a 3ghz processor and an nvidia card. idk how the hell you were able to get 200fps. I have a E5300@ 2.6ghz, radeon 4670 , and 4gb ddr2 but I was only able to get around 180 in the beggining then it started steadily declining until it got to like 120-140(at which point I ended the program)

also, physics simulations on the server side is very difficult to do and will result in laggy games, even if the clients are on the same network
since when is mp a game killer? but I do get your point lets skip that...

you're worried about his requirements? I knew I wasn't touching this when he said "may or may not need physX... I'm thinking, shouldn't you know?

and yeah physx + mp = lag... kind of like americas army lags.
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

Midnight wrote: and yeah physx + mp = lag... kind of like americas army lags.
Lag has nothing to do with the physics lib you are using. it all depends on how you do the syncing.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Insomniacp
Posts: 288
Joined: Wed Apr 16, 2008 1:45 am
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Post by Insomniacp »

I have to agree with sudi. Any physics engine can cause lag if you sync it poorly. We actually are making a system of servers so physics will be on a separate dedicated server which will allow us to quickly do physics calculations and then update clients appropriately. Clients will still guess at what would happen but the server will have the final say since zombie bodies can stack up making it possible to run up a pile of dead zombies to get on a roof or barricade a house in with bodies. (future goal)

Going online is a killer for most developement teams as it is something most members don't know how to do and don't plan out enough, this is what happened to my first attempt at a multiplayer game the network code was.... garbage. Making the game online is not our only focus but it is our goal for our first beta release later this year.

To grumpymonkey:
As for the camera being above the player that was simply me being too lazy to properly scale sydney... She will be removed later for a properly scaled human :)
The 200fps was when I was using the map editor not the game.

To Midnight:
If someone has already installed the physx software then they would not need to install it again, same goes for the redist. package. I reworded the sentence to avoid confusion, I agree it was poorly written.


Thanks for your thoughts so far, I am hoping to keep an offline version going to keep posting more demos as the game gets more and more features.
Insomniacp
Posts: 288
Joined: Wed Apr 16, 2008 1:45 am
Contact:

Post by Insomniacp »

Figured I should give an update.
Height manipulation of the terrain is done and fairly optimized I believe. I now must recreate the physx height map to adjust to the new height map. This... should not be too bad sadly I cannot pay $40k to get the physx source code but I should be able to mash some things together and get it working relatively well (probably recalc it on mouse release).

I attended a lecture at Fermi Lab today about how C++ compilers work with data and how much copying occurs so I will be optimizing my functions a lot in the near future based on that and start readying things for the new std lib functions as I continue working on the game.

After the above changes I will start object placement followed by saving and loading maps. And then easily finish my map system.

Server side I believe everything is planned out and work has begun on the login server though my brother was out for the weekend. Work started on the cross platform socket interface as well. Server has been decided to be programmed OS based for optimization purposes, since we don't plan on changing the OS often this is a good thing.

Client side not much has happened since last post... I think some decisions were made on the inventory interface which is quite unique and will allow switching of weapons/items to be very fast if you are on the run and very customizable for those picky users(like me).

In general all tasks for a beta release have been given to their respective programmers, GUI will be done by Dan. Most server will be done by Ed. And I (Pat) will be doing the editor and scene stuff (maps, zombies, players, etc.).

Yeah... I guess that makes all of you up to date. Oh, we are looking for graphics now so if you wish to donate any we will add you to the credits. If you wish to make them for us feel free to PM me or post a thread on the http://www.rofhonline.com/forums/ forum. (sorry no screen shots :()
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