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Re: Night of the Zombies [FPS game]
Posted: Sun Nov 04, 2012 12:12 pm
by arnir
we have more plans than time

but yes, more maps and also co-op multiplayer is planned
edit: I have already done some tests with multiplayer (virtual connection over UDP, server-side event based system etc. all multiplatform) but not event started to implement it to the game yet
Re: Night of the Zombies [FPS game]
Posted: Sun Nov 04, 2012 8:35 pm
by kazymjir
arnir wrote:I think the climb animation is fine

(I made it

)
Yes, these are perfect
the time between waves is too long
I think its just right and I don't understand your 'time-limit' idea
By time-limit idea I mean: Currently, each wave ends by killing the last zombie, then another wave begins. Such solution can be used later for "cheating" in multiplayer. I can kill all zombies but leave one. Then, I can without a problem repair all barricades, buy ammo and I am well protected for another wave. With time-limited wave, the player will be not unable to do such thing. For example, 1st wave can has 30 seconds before 2nd wave, next have will have 45 seconds, etc.
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Re: Night of the Zombies [FPS game]
Posted: Sun Nov 04, 2012 9:43 pm
by christianclavet
Hi, this game remind me a lot from " Call of Duty - Nazy Zombies" (Seem that you even took some sound from it

). Congrat! Even if the game look the same and has the same ingredients/style you where able to make this with Irrlicht with limited ressources and zero budget. They (Call of Duty developper) has much more ressources and a lot bigger team! Impressed that you were able to pull it off with so few people!
I had tons of fun playing with it!
Are the guns were made for a Source (Half Life/Valve) type game? They look really nice and they models/animation really seem similar on what I saw in the Source Engine when I was making mods at my Level Design school... How were you able to convert that?
It also happened to me once that the zombies get stuck out in the field in a corner (look like a node that they seemed to turn around and get back on it). I was able to continue playing by killing them. ("the corner" when it happened to me, is near the truck with the lights). Seen also some zombie walk in objects (mostly the fence) has their path was somewhat wrong. They were walking to get to a barricade point but they were walking inside the mesh of the fence.
Had also little issues, when the zombie were climbing off the barricade, If I were there, the mesh was entering the view and I was not able to hit the zombie at all. (using the knife or any other weapon)
Later if your modeler/animator can, it would be nice to have other models of zombies (not just new textures but other meshes, womens, big fat guys/gals, etc ). The trick of replacing the mesh with one that has no head is great! It just give the impression that you blowed the head off! Irrlicht has a command that use the animations from another model, if you "rig" is the same they could use the animations from the other model, the only constraint, is that you need to have ALL the animations inside because it will affect the animations of all instances of the model you apply it on.
Re: Night of the Zombies [FPS game]
Posted: Thu Nov 08, 2012 3:06 pm
by hendu
One more bug: occasionally you get stuck -inside- a zombie
If you stand right in front when he climbs over the fence, you can end up inside him, being unable to move in any direction.
Re: Night of the Zombies [FPS game]
Posted: Fri Nov 09, 2012 3:22 am
by Granyte
odd like every opengl based software i seen this lagg to hell on my computer but i oter that when i get the blood effect on my screen everything get super smooth again until it go away
Re: Night of the Zombies [FPS game]
Posted: Wed Nov 21, 2012 3:57 pm
by theweirdn8
The game wouldn't work right. It went to a menu that had white boxes that appeared to be a menu and they were highlighted to red.
I tried it about 3 times and it did the same thing.
Re: Night of the Zombies [FPS game]
Posted: Thu Nov 22, 2012 8:27 am
by Cube_
@Granyte
You say every OpenGL game lags on your comp...
What graphics card do you have?
Re: Night of the Zombies [FPS game]
Posted: Fri Nov 23, 2012 3:25 am
by Granyte
ati radeon 4850 mobility
but the oodd thing is that when i ged the blod effect on my scrren everything become smooth again
also the irrlciht demo run perfectly fine on my computer
Re: Night of the Zombies [FPS game]
Posted: Fri Nov 23, 2012 7:15 pm
by jorgerosa
This game is AWESOME!
BUT... Besides zombies, I prefered that "real" feeling, (Like Medal of Honor, Call of Duty, Wolfenstein ET, Battlefield, I think you got the main idea...) stuff like "real" human soldiers, and "real" guns... (But thats me! I have a "zombies", "super powers", etc... between many other American sh** trauma...

And my comment means nothing.) I just LOVED the game, is really awesome, great work!
THANKYOU for share it!
Re: Night of the Zombies [FPS game]
Posted: Sun Nov 25, 2012 4:00 pm
by Burns
Multiplayer version would be amazing!
Re: Night of the Zombies [FPS game]
Posted: Mon Nov 26, 2012 2:01 pm
by arnir
Thanks for comments
Burns wrote:Multiplayer version would be amazing!
stay tuned

Re: Night of the Zombies [FPS game]
Posted: Fri Jan 18, 2013 12:15 pm
by arnir
doing some alpha testing of multiplayer co-op mode

looking good
still keeping it platform-independent so looking forward to linux & windows cooperation

Re: Night of the Zombies [FPS game]
Posted: Tue Feb 05, 2013 11:03 am
by arnir
new navigation system. includes automatic generation and pathfinding itself should be REALLY fast

Re: Night of the Zombies [FPS game]
Posted: Tue Feb 05, 2013 1:10 pm
by christianclavet
Cool! What did you use for pathfinding?
Re: Night of the Zombies [FPS game]
Posted: Wed Feb 06, 2013 9:34 pm
by arnir
everything is written from scratch, but the core is classic A*