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Game Design Theory / 28 Hours Later - Online zombie game - Map Design

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MSon
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Posted: 23rd Nov 2010 19:47 Edited at: 23rd Nov 2010 20:58
Hi all

I've not been here for a while again so thinking of starting a game, my editor, (my version) is now far enouth that i can start building up my map, Below is the design i have at the moment, but looking for advice if anything else would be nice to be added.

So you know the game idea is simple an online game, buy a gun, (different ones available) and shoot zombies with an online scoreboard to keep scores for playtime, kills, ect, i figure this is an easier start than planning missions and allsorts, (and simple is always best to start with).

I've posted this here as there is no code, ect to go with it, its just to get a final design to build...

Heres the map design so far, The beach will be sunken, maybe with steps to it, i know its a small map, but thats to ensure a reasonable FPS...


EDIT:

Just desided to change the "safe zone\meeting area" to a model of a church

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TechLord
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Posted: 24th Nov 2010 11:16 Edited at: 24th Nov 2010 11:20
Quote: "So you know the game idea is simple an online game, buy a gun, (different ones available) and shoot zombies with an online scoreboard to keep scores for playtime, kills, ect, i figure this is an easier start than planning missions and allsorts, (and simple is always best to start with)."

Zombie Shooter designs are popular, but, I rarely see any that take advantage of the viral nature of a zombism. I would recommend using Arcade style game mechanics to achieve a high-action Zombie Shooter without requiring elaborate level/missions.

For example, In my Zombie FPS, Corpse Corps (which currently only exists on paper) you're a soldier task with job of locating the uninfected and guiding them to safe houses. Use your thermo-HUD navigation to locate the uninfected and safe houses, which change location during game play. Blast your way thru hordes of Zombies and score points and power ups at safe houses. Zombies can infect the uninfected thru prolonged contact and thus, multiply in numbers.

Doesnt seem like much, but with some variance in the environment you could squeeze out a lot of game play. Change the size and distance of safe houses, number and density of uninfected groups, number and type of rounds, speed of infection, visibility, use zombies for barriers to influence navigation decisions, and much more.

MSon
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Posted: 24th Nov 2010 19:22 Edited at: 24th Nov 2010 19:28
Thanks for the advice, you got some good ideas there.

So far other than the map design which im building up now, i've also made the main menu, (http://www.youtube.com/watch?v=xFj7eQPdz2U), The menu is fully working, and of course uses the soundtrack from 28 weeks later, I tried to keep it as simple and plain as posable simply using a good font black back and minimal objects to keeps a simple and easy to view look, but it still needs a bit of work on the menu, (i hate most main menus that have too much going on, theres no point).

I managed to get my hands on the Soundtrack Album for 28 Weeks Later, and wouldn't mind using some of the tracks, (some of the tracks arnt songs, but seem more like creepy sound FX which would be nice in a game)

TechLord
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Posted: 25th Nov 2010 07:56 Edited at: 26th Nov 2010 07:46
Not sure if the infected in 28 Days/Weeks Later are Zombies. LOL. How much of the engine is designed? From looking at the map I can easily visualize modular constuction of the maps to create various levels.

MSon
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Posted: 25th Nov 2010 19:22 Edited at: 25th Nov 2010 19:25
so far just got the menu completed, no engine to go with it yet, just working on creating a floorplan using an .x object instead of a terrain, (terrains cant do subways, caves, ect)

Im literally building onto the map images as thats easier, but all the buildings will be seperate models, this is just to use for the terrain object, steps to subway, ect


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TechLord
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Posted: 26th Nov 2010 07:49 Edited at: 26th Nov 2010 07:51
Quote: "Im literally building onto the map images as thats easier, but all the buildings will be seperate models, this is just to use for the terrain object, steps to subway, ect"
Looking Good. Have you considered purchasing building construction Model Packs and just arranging them on the floorplan as desired? The Urban and War Torn Building Packs could fit the bill.

TechLord
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Posted: 26th Nov 2010 08:34 Edited at: 26th Nov 2010 08:35

c e l l u l a r


Here's a simple 3D Shooter I wrote with Blitz3D (DX7) a few years back. It demonstrates the `infection` game mechanic at a microbial level - lol. Imagine applying the same mechanic to fully animated dismember-able Zombies.

MSon
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Posted: 27th Nov 2010 02:45 Edited at: 27th Nov 2010 02:47
Monday evening i may be able to afford 1 model pack, have to wait and see and pick which carfully, Heres a pic so far, a few models i got from FPSC and the basketball court is someone's model i modded from Google 3D Warhouse, Its not exactly to scale yet, but i can change that in no time, I've added a quick "Zone" option in my editor so it can store what background music goes where, Kill Zones, Ect, Think i'll adapt my editor for this.


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