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Geek Culture / 'Droid Zombie Engine

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Fallout
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Posted: 13th Sep 2011 15:10 Edited at: 26th Oct 2011 19:34
Just thought I'd update those of you who were interested in my zombie OpenGL engine for Android. It's going well. I just posted a video of some progress on my developer YouTube channel. I've had 64 animating zombies on screen running at 30FPS on a Desire Z, so things are looking good for zombie hordes too.



Edit: There's loads of things I forget to talk about in the vid, like numbered tiles being placeholders, and lighting errors due to automatically opening doors etc. So for everything that looks weird, there is an explanation, and it's just a shame I didn't give it.

Edit: Second vid ...


Third vid:


Fourth vid:


Fuzz
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Posted: 13th Sep 2011 15:39
Looks awesome! I've always wanted to do Android games but I've only got an HTC Wildfire which isn't that powerful.


Fallout
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Posted: 13th Sep 2011 17:54
You can probably get some games working on that phone mate. The first games I developed (Fat Ball and Space Squadron) where on a Samsung Spica, which is basically the slurry pit of phones. If your OS is 2.2 or above, you can probably do Open GL ES 2.0, and if so, you can beta test my game (hint hint).

Fuzz
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Posted: 13th Sep 2011 18:54
My OS is 2.2.1 and I'd gladly test your game if I can get it working on a Wildfire! Care to let us know more about your game?


DJ Almix
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Posted: 13th Sep 2011 20:49
I will gladly beta test for you, I've got a top-of-the-line phone so everything should work out fine

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Fallout
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Posted: 14th Sep 2011 00:07
@DJ Almix - Awesome. That phone should blast through it, no problem. I'll put ya on the beta list!

Quote: "Care to let us know more about your game?"


Why of course, good sir! So it's an OpenGL engine running on droid, and comprises a few little systems. The tile based world bit makes randomly generated worlds, has a crude but fast lighting system and the geometry can be modified on the fly. So I can change/destroy all the walls and floors etc and also re-render the lighting during play.

The second thing is the character animation. I've written my own animation app for it, so I can make my animations on my phone. It's really fast, and let's me dismember my characters for some good limb hacking off action.

The first game I'm working on is a zombie survival game. There's going to be an emphasis on raiding shops for supplies and moving about with stealth. Plus you'll be able to make fortifications and do things like light fires to stay warm. I haven't really designed it yet though, since I'm just working on the engine at the moment. But basically, there will be LOADS of zombies and lots of survival strategy.

CoffeeGrunt
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Posted: 14th Sep 2011 01:42
Very intriguing, and looking quite nice to boot. Can't wait to see the finished product. If all goes to plan, and it gets the right attention, you could have a real hit on your hands here.

Airslide
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Posted: 14th Sep 2011 04:07
If you're looking for testers I have an HTC Droid Incredible. I'm looking to replace it with a Windows Phone but that'll be little while.

I love how you 'forgot' to mention fully destructible environments
Fuzz
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Posted: 14th Sep 2011 06:09
Quote: "The first game I'm working on is a zombie survival game. There's going to be an emphasis on raiding shops for supplies and moving about with stealth. Plus you'll be able to make fortifications and do things like light fires to stay warm. I haven't really designed it yet though, since I'm just working on the engine at the moment. But basically, there will be LOADS of zombies and lots of survival strategy."


My dream come true! I've always wanted to make/play a game like this.


Fallout
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Posted: 15th Sep 2011 12:52
Quote: "you could have a real hit on your hands here."


Hopefully, otherwise this is my last Android game. I could rant for a year about developing for Android, but suffice to say, it's a cruel platform for independent developers.

Quote: "If you're looking for testers I have an HTC Droid Incredible."


Cool. I'll stick you on the list too buddy.

Quote: "I love how you 'forgot' to mention fully destructible environments"


hehe! Yeah. Well the potential is there, but it's not implemented. Until I am actually destroying stuff with explosions in a demo, it's an after thought.

Quote: "My dream come true! I've always wanted to make/play a game like this."


Well, let's hope I can satisfy all us like minded zombie survival fans out there. That's all I want to do .... realise that apocalypse survival feeling.

bitJericho
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Posted: 15th Sep 2011 13:50
I would play this on a PC


Quik
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Posted: 15th Sep 2011 14:15
ver 2.2.2, it's an motorola defy... would love to beta test if possible^^

oh and...
Quote: "I would play this on a PC"


this..

and for the record, I am a man.

Fallout
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Posted: 15th Sep 2011 16:03
No probs Quik. You shall also go on sie list! (Dad's Army ftw! )

With regards to the PC, I'd love to make it on the PC, and it could be ported fairly easily since it's Java + OpenGL. So if it doesn't succeed on Android, which I expect it won't (because it won't be free), I'll have a bash at making a more advanced PC version, and try that market out. If I fail there, I shall become a wild man and live naked in the New Forest, eating raw rabbits and scaring ramblers. It's the only option I have left.

Oolite
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Posted: 15th Sep 2011 16:30
HTC Desire (standard because i'm a poor bastard)
I'll test/buy whenever you're ready.

Did you end up using any logic with the city generation in the end? I can't watch the video at the moment.
Insert Name Here
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Posted: 15th Sep 2011 19:46
Looks fricken amazing, as usual

And I agree with Jerico, if it goes as you're planning it I would happily play this on my PC. Looks pretty special!

CoffeeGrunt
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Posted: 15th Sep 2011 20:47
Can you get PC Android emulators? Because I would pay like a boss if this game delivers the goods.

Fuzz
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Posted: 16th Sep 2011 18:47
Quote: "I would play this on a PC"



Fallout
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Posted: 17th Sep 2011 23:53
Quote: "HTC Desire (standard because i'm a poor bastard)
I'll test/buy whenever you're ready."


That's all good mate. I shall also add you to sie list! And the map generation code has given way to more fun stuff for the time being. More map generation later once guns and other cool stuff is in.

Quote: "Looks fricken amazing, as usual

And I agree with Jerico, if it goes as you're planning it I would happily play this on my PC. Looks pretty special!
"


I would imagine if the game turns out well, a port to PC will definitely be on the cards mate. I think the PC gamer audience will be bigger too.

Quote: "Can you get PC Android emulators?"


Yeah, you can, and normally I would develop in an emulator, but there isn't (to my knowledge) an Open GL capable emulator. So you can't emulate 3D games yet.

Anyway, thanks for the kind comments gents! I have improved the lighting since this vid, implemented character controls and collision, and also interaction with doors etc. I reckon I start weapons and animations next week and will post up another vid when there's more coolness to show.

CoffeeGrunt
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Posted: 18th Sep 2011 00:25
I only just got round to watching the video in the OP. Gotta say, for an Android game it is looking sexy as heck Fallout.

Can't wait to see some gameplay demos.

Fuzz
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Posted: 18th Sep 2011 05:17
Quote: "I reckon I start weapons and animations next week and will post up another vid when there's more coolness to show."


Can't wait!


DJ Almix
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Posted: 18th Sep 2011 05:19 Edited at: 18th Sep 2011 05:19
*cough* post some .APK's to show *cough*



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Fallout
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Posted: 18th Sep 2011 13:08
Tell ya what .... once I have 1 gun in, basic animation blending done, and something for you to shoot (probably walls), I'll give you guys an APK to play with. I have no idea how this will play on other devices. All I can test on is an Asus Eee Pad and a HTC Desire Z. So your feedback on frame rates and stuff will be really useful. I'll aim for an APK next weekend ...

Agent Dink
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Posted: 18th Sep 2011 22:19
I have a droid 2 global. I'd definitely be willing to help test.

http://lossofanonymity.wordpress.com
Fallout
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Posted: 22nd Sep 2011 14:35
Cheers Mr Dink. I have a good list of alpha/beta testers building up now. That'll help massively.

I'm not going to get an APK ready for people to play with this week. I don't want to waste your time to be honest. I'd rather there was some elements of a game in there before you go to the effort of installing it. But I've made quite a lot of progress so here's a vid of some more coolness ...



xplosys
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Posted: 22nd Sep 2011 15:17
Fallout,

I'm totally unfamiliar with the Android so this may be a stupid question, but is there any chance of zooming down. As I watch you move around the game zone, it just seems a natural thing to do. I'm lovin' it so far, may have to get something that plays it when you're done. Will it only be Android compatible?

On a totally unrelated note, isn't it funny how when you hear someone's voice from the forum it's not at all what you expected?

Brian.

DJ Almix
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Posted: 22nd Sep 2011 18:56 Edited at: 22nd Sep 2011 18:59
Please include an FPS counter in the build you post

Edit:

Also, the music was really distracting in that video, it was to loud, maybe snip it out...

[center]
Airslide
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Posted: 23rd Sep 2011 02:24 Edited at: 23rd Sep 2011 02:27
Music was fine for me - might have been your volume, I know that at low volumes sound tends to mesh together a bit.

I was thinking, perhaps a cone-shaped light image emitted from the flashlight could be used, just a flat plane, with the right blending options, to sort of round off the vertex lighting. I'm not really sure about the technical aspects of your lighting engine so I don't know if you have an easy way to get feedback on how far the light is going or if you'd need the cost of extra raycasting.

How's it run on a phone?

EDIT: Nevermind you said in your first post

Question I forgot to ask is: are you programming this in Java or as native? I'm not sure about the portability implications with native Android applications but I believe the speed is better. I've never used Java though and of course there may be reasons to stick with it other than that, like ease of use (not to be underestimated if you want to actually finish a project).
Fallout
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Posted: 23rd Sep 2011 10:09
Quote: "I've never used Java though and of course there may be reasons to stick with it other than that, like ease of use (not to be underestimated if you want to actually finish a project)."


You hit the nail on the head there buddy. If I went C++, I would probably double the coding complexity and double my learning curve. It'd give me a hefty performance boost and also solve some issues with the JVM garbage collection, but also cause issues with memory leaks. Ya know, to make it as good as it could be, I should go native, but to keep it feasible, I need to stick with java, just as you said. It's already a monster of classes in Java.

Quote: "I was thinking, perhaps a cone-shaped light image emitted from the flashlight could be used, just a flat plane, with the right blending options, to sort of round off the vertex lighting."


It's a good idea and I did consider that. It'd work fine on flat ground, but there are lots of problems when it meets complex geometry like the walls, objects, or when you go up to the next floor. In reality, the bits where I'm running around on flat ground in the demo will never happen. There are going to be buildings everywhere, so for the most part, the weaknesses in the lighting shouldn't be too obvious (hopefully!).

Quote: "I'm totally unfamiliar with the Android so this may be a stupid question, but is there any chance of zooming down."


Yes, but ... ... to make this run as fast as possible, textures are very low res and models are very low poly. I've chosen the view distance to give you maximum visibility around you, while restricting how much of the map needs to be rendered, and also keeping the camera far enough away so the models can be horrifically low poly. So I may implement a subtle zoom in and out feature (maybe you can choose the distance from the menu), but to zoom right in would look nightmarishly ugly.

Quote: "On a totally unrelated note, isn't it funny how when you hear someone's voice from the forum it's not at all what you expected?"


Yeah, that's true mate. What does my avatar and way of typing say about me then? Maybe we should have a "Record yourself reading a sentence" thread to find out what everyone sounds like.

Ok, back to AK47 wall destruction coding for me ...

DJ Almix
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Posted: 7th Oct 2011 00:31
MEGA-BUMP:

Is this project still alive


I am not a fan of MLP , but that's just me
CoffeeGrunt
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Posted: 7th Oct 2011 00:50
Seconded...please don't go vaporware, this is awesome.

Insert Name Here
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Posted: 7th Oct 2011 01:15 Edited at: 7th Oct 2011 01:15
Oops, mistake on my part, ignore!

Fallout
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Posted: 7th Oct 2011 20:04 Edited at: 7th Oct 2011 20:08
Still in production chaps. I'll attach a screenie as proof. I've done loads, including particle effects and bug squashing. I've been working on the inventory system recently, which although not very innovative, is actually much more complex than I thought it would be.

Thanks for the bump though. It's nice to see someone else bump it, and not just me.

Edit: Once I have a few more items to pick up and equip, I'll make another vid.



Fallout
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Posted: 13th Oct 2011 14:32
Ello gents! As promised, the third video which shows off the basics of the inventory system and some improved animation and particle effects. More to come later. I will not let this become vapourware.



Quik
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Posted: 13th Oct 2011 14:49
there is even destruction in it.. shoes i love you fallout (in a non gay way)

Wish you luck and hope you get the beta out soon


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Inspire
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Posted: 13th Oct 2011 18:37
Looks great as always. I'd recommend you make it so you can just drag the equipment right out of the environment box straight to your characters body. And maybe if you double tap. It, it automatically goes straight to your backpack exits the screen.

Fallout
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Posted: 13th Oct 2011 20:30
Quote: "there is even destruction in it.. shoes i love you fallout (in a non gay way)"


Gimme some sugar shoes!

Quote: "Looks great as always. I'd recommend you make it so you can just drag the equipment right out of the environment box straight to your characters body. And maybe if you double tap. It, it automatically goes straight to your backpack exits the screen."


You can already drag stuff straight onto the character, but you can't double tap. Good idea though. I'll stick that one on the list!

Fallout
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Posted: 26th Oct 2011 19:36 Edited at: 26th Oct 2011 19:46
Hello gents. I've just uploaded the fourth vid. This one shows the gore systems I've implemented. So expect lots of dismemberment and blood.

Recording quality is a bit low because the room was so bright I'm afraid. I think a nuke was going off outside.



Insert Name Here
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Posted: 27th Oct 2011 04:33
The 'homing in on the sound of gunfire' mechanic is a brilliant addition.

Quik
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Posted: 27th Oct 2011 08:04
not a big fan of how the lights are being rendered from the character, it looks rather weird?

Other than that iam really excited about this


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Fallout
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Posted: 27th Oct 2011 09:38
Quote: "The 'homing in on the sound of gunfire' mechanic is a brilliant addition."


Thanks chap. Yeah, basically you'll think twice about firing that shotgun when you know what the consequences are. It should hopefully make firearms a last resort, and stealthy melee the sensible choice.

Quote: "not a big fan of how the lights are being rendered from the character, it looks rather weird?"


It does, but these are low spec Android devices. I was made up when I realised I could render real-time lighting on these really slow phones, but the price paid is it's vertex lighting in low poly environments. The choices are this mechanism, no real-time lighting, or a more CPU intensive system which will mean something else will have to go. If I ever port to PC, then I will definitely improve that area.

Cheers for watching chaps.

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