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
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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
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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