Kentae
Member
Undead Arena v0.1 (alpha)
Devlog
Platforms:Devlog
- Windows
Made with:
- GameMaker Studio 2
Other softwares used:
- Blender for 3D models and animation
- Quixel Mixer for texturing
- DaVinci Resolve for video editing
Also used in this project:
- TheSnidrs Animation system.
- The blender addon for exporting animated models to TheSnidrs model format, developed by Bart. (And TheSnidr?).
- TheSnidrs particle system.
- The 3D collision system originally developed by venomous and fixed up by DragoniteSpam.
- The 3D pathfinding system, developed by me (See the forum post: https://forum.yoyogames.com/index.php?threads/3d-pathfinding-using-a-navmesh-and-a.74253/).
Download link to the latest update of the game:
The Idea:
So, I had this idea to make a game that I would realese on halloween. This would give me three months to develop it. This project was supposed to give me a kick in the a** so that I would finally get around to creating a few systems that I needed for my main project and update some that I already had. With such a short deadline there was no more "I'll wait for a better time" when it came to creating the new systems. For all this to even make sense however, the new project would have to be reliant on the same systems that I needed in my main project. In addition, since I've decided to realese it on halloween I figured it should fit that theme. Hence, a small 3D first person zombie shooter was born. This would require me to make the systems I was still missing. Such as a 3D model converter that would allow me to convert OBJ models to my own custom model format so that I may have cool effects like normal mapping in my game. I also needed a system for creating texture atlases easily, and lastly I needed to update my, already made, 3D pathfinding system to work better with GMS 2.3 and it's functions.
So, in short, the idea was to create a project for myself that required the creating and updating of systems that I have a need for in my main project. As an added bonus this project would also give me something to point to when ever my friends and co-workers asked about what I've made and if I have ever released anything. usually my answer was: a bunch of unfinished stuff and no. Aaand after about 17 years of game development I figured, it's about time I have something out there that people can actually download and play.
The Project:
As mentioned above, it will be a first person zombie shooter. Since I only have 3 months, in total, to develop it, it wont be a very big game nor will it be a game full of different functions and game modes.
This game will be a small game with one level (more if I have any time left), a few weapons and a basic scoring system based on how long you are able to survive against a horde of zombies and how good your killstreaks get.
The level:
The one level that is planned will be in a town setting. It will have a few buildings that can be entered and some that are just for show.
The buildings will have a lot of zombies in them and few open areas to fight them in. that is why the best weapons can be found there. sort of a risk/reward kind of situation.
The weapons:
There are, in total, 5 weapons planned.
The Baseball bat.
This is a melee weapon that can't run out of ammo. It's essential to let the player have something to fight with even if they run out of bullets.
As it will be harder to kill zombies with the baseball bat, the score gained from killing with it is higher than normal.
The Handgun.
A simple handgun that isn't too powerfull and has medium ammo capacity. This one will be relativly easy to find and get ammo for.
As it is easier to kill zombies with a gun the score is lower than that of melee kills. However I am considering making headshot kills yield more points.
The Shotgun.
A pump action shotgun that has low ammo but high power. I'm not sure if this one or the assault rifle will be the most effective to kill zombies with, so where it can be found and in what capacity is yet to be determined.
In any case, a shotgun is an essential part of zombie shooter games... Or at least I think so.
The Assault Rifle.
An assault rifle with high ammo and medium-high power. As mention above I'm not sure wich one of this and the shotgun is going to be the most effective.
The Grenade.
A throwable grenade that does AoE damage. These will be quite rare as they will be very effective against large groups of zombies.
Devlog Videos:
ToDo List:
- First Person Camera.
- 3D Collisions.
- Player Physics.
- Add Projectiles (used for grenades).
- Make Player hands model.
- Add Player hands.
- Make Baseball bat model.
- Add Baseball bat.
- Make Handgun model.
- Add Handgun.
- Make Shotgun model.
- Add Shotgun.
- Make Assault Rifle model.
- Add Assault Rifle.
- Make Grenade Model.
- Add Grenades.
- Add basic zombie AI.
- Implement TheSnidr's animation system.
- Implement TheSnidr's particle system.
- Implement my navmesh system.
- Add Point lights.
- Add Spot lights.
- Add Shadows.
- Make Shadows cover more visible area by moving the shadow camera as the player turns.
- Add Bloom effect.
- Add Shooting/Attacking.
- Add Weapon pickups.
- Add Healthpacks.
- Add Zombie spawn points.
- Add Pickups spawn points.
- Add Ammo functionality.
- Make Zombies use a navmesh to navigate the world.
- Add Zombie collision avoidance.
- Fix the normals orientation.
- Upgrade the bloom effect.
- Add a Game Over screen.
- Add a settings menu.
- Add a main menu.
- Fix an issue with the lighting system.
- Get more sound effects and some background music.
- Add zombie attack and die animations.
- Add the ability to turn the flashlight on and off.
- Upgrade the zombie AI.
- Make the player take damage from zombie attacks.
- Come up with a name for the game. (It's now named Undead Arena)
I will add more things to the ToDo list as I come up with them
And finally, because I just know this is coming. Yes I know I should go to Unity or Unreal for 3D games, but guess what! I don't care. I like the workflow in GMS and I enjoy making 3D games in it. even if it's not good at it ^^
Last edit: November 3rd 2021
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