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FPSC Classic Product Chat / Creating A Wave Mode Game

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Lithianlord
16
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Joined: 14th Nov 2009
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Posted: 10th Mar 2010 21:31
Hey all, first I would like to say hello and thanks for reading this.I am starting a project on the overall design aspects of games and how they function. I came across this program and am thinking I would like to try using it as a starting point of learning. I am currently using the UDK, but it feels almost overwhelming for all I have to learn.

I would like to create a wave mode (Nazi Zombies) game as I find them fun and something I really desire to make. I have many ideas and designs layed out, but as of right now im just trying to get a workable base. I post here to ask how someone could (if possible)make a game like that in FPSC. I just want one player in a room with waves of the same generic enemy comming at him for a start.

I have searched all over (so forgive me for asking another one of these questions) and have found that people have made it. in fact I played a demo of a game a while back that one of you made that was exactly what I have been trying to build. I also heard of a contest in the same field?

Any advise on this would be greatly appreciated and I do hope to hear from you all soon. This really is a "if I can, then I will buy it" situation. Otherwise I will be asking around other places (UDK ect.) for the same thing. I really just want my own wave game to play around with.

antiraptor.blogspot.com
zeza
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Joined: 27th Jun 2008
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Posted: 10th Mar 2010 22:24
Try Z-Mod, and Project Green. Z-Mod comes with some very helpful scripts you can use, including a barrier system (written by me ), and Project Green has many useful features that will come in handy if you try to expand on your game.

Hope This Helps
Lewis
VBOTB Developer '10
21
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Joined: 16th Mar 2005
Location: Queensland, Australia
Posted: 10th Mar 2010 22:29
Good luck trying to spawn more than 8 entities at once without GPU instancing. =P

Right now, It's possible, but it would be VERY slow to have a lot of characters on screen.

Lithianlord
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Posted: 10th Mar 2010 22:37
Thank you, I will have to try those out.

So what you are saying, is more than 8 entities would slow down the program? That seems rediculously small in my mind.

antiraptor.blogspot.com
Toasty Fresh
19
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 10th Mar 2010 23:04
Quote: "Good luck trying to spawn more than 8 entities at once without GPU instancing. =P

Right now, It's possible, but it would be VERY slow to have a lot of characters on screen."


Nope

I use PBUM and can usually have about 15-20. Although I have an alright computer so that could be a factor.

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Kravenwolf
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Location: Silent Hill
Posted: 10th Mar 2010 23:10
Quote: "So what you are saying, is more than 8 entities would slow down the program? That seems rediculously small in my mind."


Actually, the original Nazi Zombies game from Call of Duty doesn't have more than 11 (or 15) zombies active on the map at any given time. Just make your level dark, with narrow corridors and passages, and 8 zombies will seem like an army.

But, yes, it's very possible to make a Nazi Zombies clone with FPS Creator. And IMO, one of the best game concepts to use for this engine. I made a small map with a friend last year, here; and have been considering making a more updated version of that game with new shaders, map selection, and a few new gameplay features.

Kravenwolf

Lewis
VBOTB Developer '10
21
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Location: Queensland, Australia
Posted: 10th Mar 2010 23:23
Quote: "Nope

I use PBUM and can usually have about 15-20. Although I have an alright computer so that could be a factor."


Try that with Bond1's zombie and store characters and think again.

Lithianlord
16
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Posted: 11th Mar 2010 00:15
Quote: "But, yes, it's very possible to make a Nazi Zombies clone with FPS Creator. And IMO, one of the best game concepts to use for this engine. I made a small map with a friend last year, here; and have been considering making a more updated version of that game with new shaders, map selection, and a few new gameplay features.
"


This is exactly the kind of thing I wanted to make. At least the core of what I wanted to make. Could I work with a timer system to spawn X and have the AI have so many lives per round or what would you suggest the best way to pull this off?

I don't want an exit or an end, but a constantly building system leading to a game over. I was looking to incorperate zeza's barrier script as well and have a much larger area for the game. Such as a large warehourse and small outside area. Something to that effect at least, ill play around.

Then all I would need is a velociraptor model and to make some custom weapons.

antiraptor.blogspot.com
Lithianlord
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Joined: 14th Nov 2009
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Posted: 11th Mar 2010 07:12 Edited at: 11th Mar 2010 18:23
Or any scripting advice really.

antiraptor.blogspot.com

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