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Work in Progress / "Kill Them All" Hordes of Zombies Video Update

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Fallout
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Posted: 8th Nov 2004 07:24
Ok, another vid is ready to download. This demos the general idea of how many enemies I'll be intending to have any how wasting them looks. There'll be expanded blood effects and better animations later on, but for now, enjoy the carnage.



Download video here (1.5MB):
http://www.invisiblechainsaw.com/temp/KillThemAll3.avi

Comments and suggestions welcome.

DivX 5 codec required for this video.

Some comments about the enemies:
Enemies have random skins, are of random sizes, move at different speeds, can take different amounts of damage. They work in a pack and the idea of the zombie enemies is they'll attempt to kill you with vast numbers. Generally what you see here will be replicated in clostophobic environments for maximum tension. Zombie hordes bundling out of doors in narrow passages etc. More intelligent enemies will provide the skill challenge. These make up the numbers.

Comments welcome.

Hawkeye
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Posted: 8th Nov 2004 07:52
Downloading now... This looks good

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Wiggett
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Posted: 8th Nov 2004 11:19
haha that look sawesome, can't wait for atleast a demo. kindlike that take no pisoners game, except with zombies!!!! I think the world is in need of a good zombie shootemup in that camera angle.

FoxBlitzz
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Posted: 8th Nov 2004 12:16
At last... a video of Kill them All that works!

Seriously, that looks pretty cool. The bodies look a bit unrealistic when they collapse but it seems very promising.

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Mussi
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Posted: 8th Nov 2004 20:57
You and your weird background music

Looks very cool . You gotta do something about that muzzle flash though, it lights up every second or something which is kinda slow for most of the guns



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PiratSS
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Posted: 8th Nov 2004 21:22
New video looks fantastic!
Fallout
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Posted: 9th Nov 2004 02:33
Cheers for the feedback people.

@Uberwiggett robx

There's nothing quite like vast hordes of zombies, so I won't spare them in this game. As many semi-dismembered animating corpses as possible for people to blow up.

@Evil Monkey

Agreed. Modelling isn't my best area, and I knocked out those death animations in about 15 minutes each. What I'll aim to do is get a solid game working, and then get some top modellers and animators on side.

@Mussi
The muzzle flare is fine. Problem is, the vid is encoded at 12fps, but the game is running at 60fps, and the flare only lasts for one frame, so when the video is encoded, on average about only 1 in 5 muzzle flashes are actually captured. In real time, it looks ace. Same goes for the blood effects on the zombies.

I'll be sure to come up with even more bizarre music for the next vid.

More coming soon. Thanks again for the kind words from everyone.

Chris K
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Posted: 9th Nov 2004 02:48
I want an Aphex Twin soundtrack next time.
FoxBlitzz
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Posted: 9th Nov 2004 03:23
I think you should make the death animations faster. I think they are playing back too slow.

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Fallout
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Posted: 9th Nov 2004 04:22
The whole thing is playing back quite slow unfortunately, as fraps cripples the fps as soon as you hit record. They're normally pretty fast.

Badname
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Posted: 9th Nov 2004 05:07
wow nice job fallout Hurry up with the demo
The song rox imo, reminds me of battel royal movie , whats the name of the song?

3D modeler & Texture artist
Wiggett
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Posted: 9th Nov 2004 09:43
Quote: "There's nothing quite like vast hordes of zombies, so I won't spare them in this game. As many semi-dismembered animating corpses as possible for people to blow up"


oooooooohhh yeaaaaaaaah.

Quote: "I want an Aphex Twin soundtrack next time. "

lol come to daddy would be a pretty cool song for the soundtrack.

FoxBlitzz
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Posted: 9th Nov 2004 11:56 Edited at: 9th Nov 2004 11:57
Quote: "The whole thing is playing back quite slow unfortunately, as fraps cripples the fps as soon as you hit record. They're normally pretty fast."


Use a delta time method then. Try this code:



If you want a bit of smoothing on the timer method then use this code:



I would like to see a playable demo soon. Keep up the work.

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AluminumPork
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Posted: 9th Nov 2004 12:36
I honestly think the models look quite a bit better than the majority of games in DarkBasic, the gun shots, muzzle flashes, bullet effect, and the fact that the bullet make great holes in the wall, all are barely ever ever ever seen in DarkBasic games. I think the collapsing animation and the walking animations are boat loads better than the majority of games done in DarkBasic as well.

Excellent work, I have absolutely critic on this video besides it all looks perffecctt and that I really extremely want to play it.

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MikeS
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Posted: 10th Nov 2004 04:47
This is looking sweet.



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Fallout
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Posted: 10th Nov 2004 05:02
@Badname

No idea! Pinched it from wargasm, but it's a classic. I'll find out.

@Uberwiggett robx

Aphex could be properly different, but I was thinking along the lines of gentle country and western, which will really mess with everyones head.

@Evil Monkey

That's a good method, but it might interfere with my high fire rate weapons and sound syncing (minguns fire 60 shots per second (so a bullet per frame!!)). I might give it a try though.

@AluminumPork

Thanks for the kind words. I will try and get to a stage where I'm happy with the engine and then build 1 level as a demo, with a bunch of weapons and monsters on it. I'm currently working on NPCs that you can save and give weapons and they'll run around with you blowing sh*t up, until they get eaten. I'm using a pretty straight forward concept, and I think it'll be pretty cool to have some random NPCs on your side now and then.

I've also added a damage counter which keeps a running total of how much damage you're inflicting per second. What this is used for is, when you inflict x amounts of injuries totalling y amounts of damage, you can be pretty sure the player is laying waste to a horde of zombies over a period of time. At this point I throw in the bezerker sound effects, such as the player shouting stuff like "You want some?!?!?!" and "Have some more!!!". It works really well. It's kind of like a built in "edge of your seat" detector, which then expresses what are probably your emotions via your character screaming like a madman. hehe.

If anyone has any ideas, throw them up here. All will be considered.

Megaton Cat
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Posted: 10th Nov 2004 06:37
This I like. O_o

Chris K
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Posted: 10th Nov 2004 06:52
How about "Here comes the bride" that would really mess with everyone's heads.
Parsec
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Posted: 11th Nov 2004 01:24
As a big fan of zombies (and someone who's been working on plans for a zombie survival MMORPG, should I ever get in the position that I could get it made), I look forward to seeing the finished product.

Do you already have music for the game? If not, perhaps I could be of service? Check out some of my samples at http://www.parsecproductions.com/mp3/ (The ones you'll probably want to listen to are wow01.mp3 through wow08.mp3, since those fit the setting more). You can also hear some of my music in Ouroboros (Tifu's entry to the competition, under Program Announcements). Don't just use the music on my site; I can compose up some new stuff without any trouble if you want

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Tifu
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Posted: 11th Nov 2004 03:15
Looks cool
I really like the idea of equipping survivors you find with weapons to help you.
jwurmz
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Posted: 11th Nov 2004 04:34
what about grenades? i simply refuse to lay waste to a horde of zombies without having a few trusty frag grenades on my hip

as for the NPC, thats a great idea! and i suppose that if a NPC dies, he'll -poof- turn into a zombie? that would be nice

keep up the good work fallout, this should be a very catchy game yarrrr!

"Creativity is knowing how to hide your sources" - Einstein
adr
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Posted: 12th Nov 2004 00:46
Nice work Fallout. It's a shame we haven't been able to chat lately. (personal/work life has gone to crap)

This looks very impressive. I assume (and please don't tell me that I'm wrong) that you've seen army of darkness? That series would be good for some anti-living-dead propaganda phrases, if not for sampling then even for inspiration.

Howcome you went for 3rd person? It seems like 3rd person might be a touch easier than first person; true, you have to fully animate your player but you don't have to animate hands/weapons. Also, you don't have to model a roof either

Are you using a fixed FPS rate or are you trying to cater for all frame rates? I only ask because set object interpolation isn't fps independant and therefore any tweening of 3D anims can't be done in an FPS indepedant environment. That's why I'm trying to steer clear of anything which involves boned animation for the moment...

Looks very, very cool. If only I could be bothered to actually finish something off.


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Fallout
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Posted: 12th Nov 2004 02:59
Yo. Ok, first off, gibbing is in. I can now blow zombies into their bloody component parts and have their limbs bouncing off walls.

@Parsec

Very kind of you to offer, but I am actually a musician/sound engineer foremost, and a games developer secondly. Basically, I will have more fun writing music for this game than any other element of it, so that's on my todo list when the first level is done. Thanks for the offer though.

@jwurmz

Good idea. I didn't think of bringing the survivors back as zombies. I reckon bringing them back as a faster, tougher zombie would be cool. Good idea.

@adr

dude, evil dead rocks. I think I have Evil Dead 2 on vid somewhere, and have seen army of darkness. Yes mate, I suppose I could model the game on that sort of comedy.

3rd person for all the reasons you mentioned. I can make the 3rd person game look good. A first person game will look crap, purely because the models and animations need to be good, the effects are all much closer up, poly counts need to be higher etc. Easier to work at range, plus this will play more arcade like and playable, plus the view distance is short, so it performs well.

Fixed FPS mate. Gonna keep everything cooking at 60fps. I don't personally see a problem with fixing an FPS, so long as it's high enough to look smooth. I'll get round the issue of slow performance on low end systems by allowing them to turn off blood, smoke, gibb effects, change texture resolution etc.

More later!

Peter H
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Posted: 12th Nov 2004 07:13
O_o...looks great!

the only thing i didn't like was possibly the perpective(though i'd have to play it to be sure) and the zombie death anims...but it sounds like you've fixed that---(see below)

Quote: "Yo. Ok, first off, gibbing is in. I can now blow zombies into their bloody component parts and have their limbs bouncing off walls. "

Please a video!!!

"We make the worst games in the universe."

Hamish McHaggis
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Posted: 12th Nov 2004 17:36 Edited at: 12th Nov 2004 17:38
Hehey! This is shaping up to be pretty cool . As you said the animations need work, the zombies need to react more to being hit by a wave of lead. Be good if you could get some limbs flying off too . Have you considered using Newton to have some ragdoll zombie action ?

EDIT

Just saw about the dismembered corpses above, maybe you are already using newton . Or are you just using your own routine?

Isn't it? Wasn't it? Marvellous!
Peter H
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Posted: 20th Nov 2004 06:34
any update on this???

would hate to see it stop

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Psycho Gary
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Posted: 20th Nov 2004 23:45
The game looks good.... hows the progress going?


And what programs do you use for recording gameplay footage?

:p
Chris K
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Posted: 21st Nov 2004 00:12
Probably fraps - www.fraps.com

There's a free version which is ace. If you record at 20fps and half size and at 640x480 you get no performance hit and fairly good video.

Capture is limited to 30 seconds at a time and it stamps "fraps" on the video.
Psycho Gary
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Posted: 21st Nov 2004 01:59 Edited at: 21st Nov 2004 02:50
kk, thanks Chris K

How can i convert it to AVI, with good compression, such as fallouts kill em all video clip?


So whens a demo of kill em all gonna be available?

:p
Freddix
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Posted: 21st Nov 2004 03:14
your game seem to be really interesting and fun

jwurmz
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Posted: 21st Nov 2004 03:56
everyone:
i just found a really decent screen recording utility - (direct link) http://www.techsmith.com/download/studiofreetrial1.asp. it records on the demo without watermarks, includes environment audio and microphone input, and compresses the video waaaaaay better than fraps.

too bad the full version costs $299

"Creativity is knowing how to hide your sources" - Einstein
Coldnews
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Posted: 27th Nov 2004 04:55
looks f*cking sweet man. really looks cool. Excited about seeing the demo. It kinda reminds me of the Diehard game on the Playstation, but with zombies! great stuff...
Fallout
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Posted: 28th Nov 2004 04:44
Sorry for the lack of progress updates, but there hasn't been a whole lot of progress. The things I have successfully added recently are improved blood effects, and gibbing with proper physics on the body parts. You can blow people into their component parts, and watch their head, torso and limbs bounce off walls or other zombies they may fly into.

The addition of the sidekick style thing hasn't gone far. I want to edit the gore factor further, as I think the quantity of enemies and gore will be the main pulling factors. I'm not gonna even think about rag doll physics, but I'm going to work on improved blood effects (so you can leave pools on the floor), damage skins, enemy knock back and knock down, and varying animations for injury. Combine that with the gibbing and it should be good fun to waste lots of zombies.

Calevra
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Posted: 29th Nov 2004 14:41
WOW!................................................................................................damn that looks f*cking great.The last 2 mothns i planned that kind of a game.Ive sketched a few sorts of zombies and places and stuff.But i havent started any programmin of it yet.Cool to see yours.i now may have more inspirations(or how do you spell it)to also create that kind of a game(just for learning programming.)Keep up the good work.
6r1m r34p0r
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Posted: 11th Dec 2004 23:13
congradulations, you spelled it right. whoopdie doo.
David T
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Posted: 12th Dec 2004 00:45
Looking great Fallout. I love the rendering style, the fuzziness gives the models a plasticine look

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Fallout
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Posted: 31st Dec 2004 11:23
A little update in the form of a gratuitous gibbing video. There needs to be more blood, which I shall work on next, but for now, it's still pretty carnageous.

http://www.invisiblechainsaw.com/programs/video/KillThemAll5.avi

DivX 5 required. 1.3MB

FoxBlitzz
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Posted: 31st Dec 2004 13:35
Ha, ha, that's looking pretty sweet.

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Wiggett
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Posted: 1st Jan 2005 11:01
haha instagibbing zombies, can it get any better than that?!cant wait for teh demo

Hamish McHaggis
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Posted: 1st Jan 2005 21:54
Ooooh yeah . There was some weird stuff going on with the zombies disappearing and appearing, was that some kind of debug tool where they only appear if the guy can see them or something? I also think that it'd be good if it took several shots to blow the zombies apart sometimes, if just a few limbs flew off first time. Otherwise, lookin swan-ky (damn forum, s w a n k y isn't bad language ), and some nice muzak there .

Isn't it? Wasn't it? Marvellous!
Fallout
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Posted: 1st Jan 2005 22:39
Yep, you can only see zombies in your line of sight, hense the appearing and disappearing. At the moment they just vanish and reappear, but I'll set it up using the set alpha mapping on so they smoothly fade in and out of view.

With the gibbing, it is instant in that video but that isn't how it'll be normally. It'll only gibb zombies if you cause a huge amount of damage (direct rocket launcher impact for example). I just set the shotgun up to be leathal to demo it for the vid.

As for blowing off limbs, I'd love to do that, but hide object limb doesn't work if you're using skeletal animation. The next option is to make models for every limb loss combination. Dont like that. The next option is to wait for the vertex manipulation commands. I do like that!

Thanks for the feedback guys.

Steve Fash
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Posted: 2nd Jan 2005 03:35
Wow, looking forward to playing this !!!!
Hurry up with a demo mate

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