The task we were given is to use our skills from last year to make a small game to refresh our memories in the mood for our main priority. We were able to be in groups of 2 to 3 so naturally I partnered up with good friend Isiah who i worked with the whole of last year and I work to a good degree with. I knew when going into this project that i wanted to push myself to do something challenging and I wasn't sure what exactly that was in particular.
Communicating with Isiah about the work was fairly simple due to us always being in contact with each other online and in college. The idea was to make a Zombie survival game with waves of NPC's and some sort of magic involved. How ever there were complications with the video i was watching as it wasn't fully completed nor did it look like it would be finished as the YouTuber stopped the project 2 years ago but still post other types of content no so we had to figure what to do with our game. I was on the side of coding the game texturing it and so on while Isiah was modelling and it became apparent to me that the work was going to be too much for me to do on my own so i asked Isiah to help out with the coding side also which didn't happen. I feel like we could of talked over and planned out this game a lot more then we did and had a rough idea of what we was doing. We had multiple conversations with Jez and Owain how ever i believe we could of gotten into more detail rather then just coming round and asking hows things are going, I notice other people were getting into conversations and able to talk to Jez about thee problems and I wish I was able to also have a bit more time with Jez to go over some problems we were having with our game.
We poorly kept to a time schedule as we were fully convinced about the idea we originally had so we didn't make a timetable in the end which I believe held us back just a bit as we didn't have a clear goal or time frame to strive towards so there was no motivation to get things done. It was merely a case of what do we think needs adding, create the model add it in and asses if it looks good or not. This "strategy" and not real structure to getting things done we added bears, some objects and a ramp to our game just because we could. If i can redo one major aspect to our game it would be setting time goals and a schedule just to push a bit of motivation from the two of us to get things done.
My research went pretty well for our first idea as I got multiple pictures and made a mood board packed full of zombie related ideas that could help us with setting the scenery of the game and the feel. I also did a bit of research on weapon designs for the game too as I was thinking about adding guns into the game such as the Thompson and Trench gun which were classic guns back in CoD World at War but also thought about how I could redesign the guns too to make them look more unique like adding stone textures or futuristic texture to make it look like it not from this world. It didn't go too well due to plan changes and all the research i did was null. I will definitely sit down and figure a fixed idea before going a head with work and research allows me to gather more information and more useful research and pictures to increase production speed.
I encountered multiple complications going into this project as I had to do a lot of coding which I hadn't done previously besides simple animations. My first problem was when I went into making the zombie waves system as the video I was following to make a CoD Zombie remake when through different steps to make different aspect of the game but was never completed so it never showed me how to make the wave system or weapon system, it had the movement locked down and the player health but i did manage to be able to use the zombie AI chase mechanic at least which i applied to a basic looking bear model into my game. Now i got the "zombie" i had to figure out how to kill it, this was the biggest struggle out of everything as there was absolutely no video on YouTube and no forum online I could find that teaches you how to make a shooting mechanic in unreal that shoots one "bullet" let alone multiple to imitate a machine-gun. This was an annoyance but after looking I settled with a shooting mechanic that wasn't exactly the best but it shoots so I didn't care, i thought i could modify it later but that was impossible due to the way it was designed. However it shot a bullet so i didn't complain it also went onto talk about making a health system, I tried to follow but it had multiple custom codes with no access to it them so i had to get Jez over to help me out using his way of making collisions with the bear and missile which was bugged as the missile had to be a solid object to do damage which meant when it collided it would hit the bear about 6 times.
In conclusion this project though it be 6 weeks taught me a lot about having a clear focus on a project instead of winging it. I have had a long conversation with Isiah about our next project and said we need to plan things out more and get a schedule going to make sure we finally complete a game I can be happy with. I will also be looking into planning out the game as id rather of had these 6 weeks to plan out my game on paper first before making it.
Thursday, 14 December 2017
Friday, 24 November 2017
the factory
| this is the size of the map we are using, ive made it so that it isnt too big and it inst too small and theirs no unnecessary poly that could potentially kill your frame rates. |
Lose health
Textures
| Todays lesson i was revising my texture knowledge using a tutorial i found on YouTube about making layered texturing blends that allow to have a smooth transition between things like mud and foliage. I also looked into bump mapping and how to make a material seem more 3d and realistic when its still a flat texture. Most people use secondary software's that you need to download and i cant do that until i go home and do some work. Adding this knowledge to my game would help it look less plain and more atmospheric. |
Friday, 20 October 2017
Weapon mechanics
Thursday, 19 October 2017
Zombie Ai
Wednesday, 27 September 2017
Game inspirations
Call of Duty is heavily inspired me to maker this game as I enjoyed the original and still in love with Zombies in the recent Call of Duty. I enjoyed original zombies as for its time it was such a new game even if it was a mini-game not really expected to be much from the developers but the game mode blew up for good reason it was hard addictive and fun, the colour scheme in the game all blended with the theme of the entire game not just the Zombies aspect, the game mode didn't feel like a random addition but part of the game and story. The theme was world war 2 Nazi Zombies set inside some sort of bunker, there a variety of different scenery not just plain concrete walls, there were cars, railings, trenches and a mine where zombies could come out of. and they werent just in everyplace each angle was different north scenery was different to south south different to west west different to east.
Not only that but there were also different objects inside the rooms too, dotted around so nothing felt repetitive about the scenery which made it that more enjoyable to play. As for gameplay it was rather basic as expected from a minigame, you survive waves with limited weapons and ammo, what made the game much better was the implementation of a mystery box allowing you to get stronger weapons you can find out of the game, such as heavy machine guns and flame throwers but also there unique item the Ray gun that shot out green disks that could kill multiple enemies at once how ever with every guns strengths when the wave it in the hundreds the zombies scaled to the point that it took a lot more to take them down. another cool aspect they added was after every 4th round the 5th would spawn hell hounds instead of zombies which were faster and did much more damage.
Not only that but there were also different objects inside the rooms too, dotted around so nothing felt repetitive about the scenery which made it that more enjoyable to play. As for gameplay it was rather basic as expected from a minigame, you survive waves with limited weapons and ammo, what made the game much better was the implementation of a mystery box allowing you to get stronger weapons you can find out of the game, such as heavy machine guns and flame throwers but also there unique item the Ray gun that shot out green disks that could kill multiple enemies at once how ever with every guns strengths when the wave it in the hundreds the zombies scaled to the point that it took a lot more to take them down. another cool aspect they added was after every 4th round the 5th would spawn hell hounds instead of zombies which were faster and did much more damage.
Thursday, 21 September 2017
Zombie idea
The Zombies in our game arnt going to be actual zombies, to keep a randomness vibe to our game we are thinking of making the "zombies" more like rabid teddy bears as the lore behind our game is about a mad scientist that created an apocalypse just because he could, but the only resource he could find was a factory full of teddys that he brought for cheap because the toy company went broke, he ended up using the teddys as an experiment for a reanimation liquid he created but he also added a savage hunger gene to the potion because he thought it was funny but eneded up creating these rabid teddys. He could easily cure the teddies if he wanted to but he enjoys playing with peoples lives and released them to the public as a "natural selection" order. The teddy design is going to be a ribbed up vibe showing there "insides" and coated in blood, there will be a variation of bears, different sizes, colours and what not. They will be slow moving and rather savage looking.
Wednesday, 20 September 2017
Weapon design
As for the weapons in game there are three variants shotgun, pistol and sub-machine gun. These guns are design by Isiah but i've provided the images for him, we are using the classic trench gun from CoD Zombies and everyone's favorite Tommy gun, as for the pistol its just Makarov handgun. what will make our weapons different is they are going to have a more futuristic or supernatural feel towards depending on how we want our game to progress. For future feel i'm thinking about adding glowing pods of energy where the ammo chamber usually is and when fired it shoot miniature orbs that leave a blue mist behind. For the supernatural feel im thinking of having a more wooden and stone design to the body of the guns with engraved magic circles that glow when you fire.







Friday, 15 September 2017
The Game idea/Client Meeting
My project will be a collaboration with Isiah my partner in crime as we have both had an idea to create a zombie wave based game similar to CoDs zombie gamemode. This will be a continuous project but for the first 7 weeks of production our aim is to create the mechanics for the game in away where we can add more to it so it will be a plain biscuit for now. We have decided to cut down on production time there will only be a few mechanics in the game and three pick up weapons in the form of a pistol, shotgun and sub-machine gun allowing us to keep it simple. I have already found a tutorial to help me make the mechanics for the zombies such as AI, animation and damage calculations. This tutorial is also a series of other tutorials to help recreate Call of Duty zombies however i will also be looking in making this game more unique the main help is the zombies and the weapon mechanics that I will be focusing on. Isiahs half of the project will be to create all the assets along side when i am making the game to speed up production time. As for the style of the game it wont be heavily created as we are aiming for a playable game rather then a beautiful game so it could turn out with box zombies and weapons but hopefully we can achieve hyper realistic graphics as i already know how to make graphics that look nice i the unreal engine and have an archive of different materials that I took pictures of when I was on holiday to Lanzarote. We have a friend who voice acts as a hobby that can help us have dialogue for our game to make it feel more alive, and i can make music using FL Studio 12 to have our own music in the game, all this will be produced outside of college work times to increase our production time so we can get this game functioning smoothly and nicely. This will be a sort of test build/Tutorial to the game so when we go into the next project we dont have to focus on making any core mechanics and we can play around with level design character design and added features.


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