Website:
[url]http://helpzombies.site.nfoservers.com/forums/[/url]
[b]USA Test Server: helpzombies.nuclearfallout.net:27015[/b]
[img]http://img718.imageshack.us/img718/4169/helpzombies.png[/img]
Help! Zombies!
It combines all the elements in a game that I think are fun.
[u]Gameplay Mechanics[/u]
A group of players must survive a zombie onslaught for as long as possible.
[u]Map Addons[/u]
Mappers may add levels that can be unlocked at certain waves.
Mappers may force the game to start.
[u]Money[/u]
Money is given out when players kill zombies or pick up loot boxes.
[u]Drops[/u]
Loot Boxes
When loot boxes are opened, a weapon will replace one of their current loadouts.
Health Packs
Health packs will heal a small amount of the player’s health.
Ammo Drop
Just gives ammo/metal.
[u]Loadouts[/u]
Before spawning or when dead, players are able to choose their loadouts. The player can also toggle their loadouts at the spawn zone.
When buying new weapons, the player must specify a new slot for their weapons.
[u]Zombies[/u]
• Shambler/Slow zombies.
• Fast zombies.
• Toxic zombies, throws toxic waste at you.
• Exploding headcrabs, runs at you and explodes in a proximity. Glows green.
• Mechanic Zombie, high damage, throws things at you.
[u]Support Weapons[/u]
• Dispensory
• Portable Spawnzones
• Turrets
• Mines
• Fire Pit
[media]http://www.youtube.com/watch?v=Rb8CzQ62B-I[/media]
[media]http://www.youtube.com/watch?v=z2d9GhT57DA[/media]
[media]http://www.youtube.com/watch?v=r0veL6U1s-g[/media]
[b]Old Help! Zombies! OP is saved down here. New OP because the game has changed a bit.[/b]
[quote]
[release][b]The main idea[/b]: a simple arcade zombie shooter game.
[b]Concept:[/b]
HZ is a gamemode that focuses on a small task: surviving. You don't go around turning on generators or unjamming radios or lowering bridges, you just need to survive. There are infinite waves and you're just trying to survive for the longest wave possible. The highest wave reached will be saved as well as the top players who got to the wave. There are respawns, but the time you have to wait before you respawn gets longer and longer each wave. This ensures that players will get through the first 8 waves easy, but will have the difficulty that avid FPS gamers thirst for by the 9th wave.
It's simple, fast, and fun.
[b]Orientated in Simplicity:[/b]
HZ is not a team-oriented gamemode, it's a gamemode where you just go around shooting zombies and live as long as possible, but it would greatly improve your survival if you stick together and work as a team. You can still play this alone, though, and get to a very high wave.
[b]Survival Reward:[/b]
Since it's an arcade game, there won't be much to earn from surviving the longest wave. I know it takes a step away from conventional servers where you'd earn things like hats and weapons for winning a wave, but the game isn't planned out to be like a grindfest MMORPG.
[b]Perks:[/b]
Though a grind-type of shop won't be included, perks are most likely planned. Perks range from faster reloading and running faster to changing your default melee weapon and pistols. The different melee weapons and pistols will not be stronger than the default one, but will have different strengths and weaknesses contrasted to them. Perks won't change much of the gameplay, but it will give people some type of reward for finishing a wave, although I think that the game will still be fun without any perks.
[b]Weapons:[/b]
As for the primary weapons, they will consist of random parts from a random generator that will give individual yet balanced stats out. It's kind of like Borderlands and how it generate weapons. Stronger weapons will spawn based on the wave number. Because it's planned, I've made it an obligation to ban anyone in the test server who suggests a CSS weapon.
[b]Replayability:[/b]
Of course things will get repetitive and you'll find yourself dieing on the same wave, but that's not the point. You can have fun with any game, I just wanted to make a game where you simply kill zombies without having to worry about other dreadfully dull details.[/release][/quote]
If you need help on the coding side, I'll gladly provide some snippets of code, I have from my previous work.
[QUOTE=Aide;27470789]If you need help on the coding side, I'll gladly provide some snippets of code, I have from my previous work.[/QUOTE]
I'm looking for a script that will properly point to offscreen entities. Right now I just clamp the positions which results in an ugly effect when the player is turned 180 degrees from the entity. I'm experimenting with using directional normals and then slowly interpolating between the directional 2D position and the ToScreen positions when the ToScreen position is offscreen.
I was a little skeptical about the idea at first but it actually looks pretty neat. The voice for every time you kill something is pretty annoying to me though.
[QUOTE=CrazyChcken;27487404]I was a little skeptical about the idea at first but it actually looks pretty neat. The voice for every time you kill something is pretty annoying to me though.[/QUOTE]
It's going to be replaced with a small "ding" reward sound, for the EXP.
The more rewards the players think they seem to be getting, the more happier they will be.
Hentie you should make slow zombies and meduin fast zombies and make the zombies models look like zombies and make the gamemode like l4d1 and l4d2 and add special infected
[QUOTE=Chuckles121;27487667]Hentie you should make slow zombies and meduin fast zombies and make the zombies models look like zombies and make the gamemode like l4d1 and l4d2 and add special infected[/QUOTE]
Eh. I have no idea about making zombies look like zombies, but I can make slow and fast zombies.
[QUOTE=Chuckles121;27487667]and make the gamemode like l4d1 and l4d2[/QUOTE]
Nah. (Isn't it already... inspired by L4D? I'm not trying to make an exact copy, I want to add my own gameplay aspects to it too, bro.)
Add objectives or well like go to somewhere and take the key to open the car Or only add diferent type of zombies and weapons
Can u add weapon customly that would be great so i can add my weapons to start with in the beginning
[QUOTE=Hentie;27487748]Eh. I have no idea about making zombies look like zombies, but I can make slow and fast zombies.[/QUOTE]
You're best bet would probably to be editing the skin of them, maybe just a quick go in Photoshop add some blood effects and stuff on their bodies and stuff that would make them look more like zombies.
This looks like a cool video, do these songs actually play in the gamemode or is that just editing the video? I'd laugh so much if that was in the gamemode. Really good job man.
This is a good idea, This will be a good replacement for zombie survival.
Even though this isn't finished, I'd still love to see a release of what you have done so far... Or will this not be released?
Look up rusty's zombie model pack. It contains good zombie models. You can find it on file front.
Your writing style is amazing.
The gamemode itself sounds very fun. Hope to try it soon.
I like the zombies being just normal citizens it makes a change. Maybe this is just me.
[QUOTE=bekka2712;27494641]You're best bet would probably to be editing the skin of them, maybe just a quick go in Photoshop add some blood effects and stuff on their bodies and stuff that would make them look more like zombies.[/QUOTE]
No.
[QUOTE=Aide;27496170]Look up rusty's zombie model pack. It contains good zombie models. You can find it on file front.[/QUOTE]
No.
[QUOTE=meatwad253;27494771]This looks like a cool video, do these songs actually play in the gamemode or is that just editing the video? I'd laugh so much if that was in the gamemode. Really good job man.[/QUOTE]
They do play.
[QUOTE=Emz;27507038]I like the zombies being just normal citizens it makes a change. Maybe this is just me.[/QUOTE]
I absolutely agree with you.
[QUOTE=axinjoo;27494599]Can u add weapon customly that would be great so i can add my weapons to start with in the beginning[/QUOTE]
Each round has it's own individual weapons. There will be no inventory saving. The only thing keeping the player in the game would be the small perks. Otherwise, it's an arcade game and you start out with almost nothing.
[QUOTE=jakegadget;27506590]Your writing style is amazing.[/QUOTE]
I got the font from this Geocities page: [url]http://www.reocities.com/Tokyo/2927/[/url]
I will not add custom models or materials. Everything will be vanilla. Nothing from counter-strike either.
There will be no custom weapons, it is using the borderlands style weapon randomization.
I have no idea why people are posting things that are already answered in the OP.
I have been following this since the first video of this appeared on YT.
But please, just tone down the "FANTASTIC" when you kill one, please.
[QUOTE=SFC3;27511200]I have been following this since the first video of this appeared on YT.
But please, just tone down the "FANTASTIC" when you kill one, please.[/QUOTE]
[QUOTE=Hentie;27487646]It's going to be replaced with a small "ding" reward sound, for the EXP.
The more rewards the players think they seem to be getting, the more happier they will be.[/QUOTE]
[editline]todaylol[/editline]
Update on gameplay change:
There will be respawns after you die, but the respawn time will increase as waves progress. Everyone will respawn as a squard, meaning they'll all respawn at the same time. (Kind of breaks the second text box's message to pieces, but there still won't be any incentive for dieing.)
To comply with people being able to respawn, zombies now do more damage and have more health.
Respawns will work in the way of crate drops; meaning a crate will drop, and someone has to go and open up the crate. Players will spawn in a crate and someone will need to open the crate up.
[QUOTE=Hentie;27511117][quote=Emz]
I like the zombies being just normal citizens it makes a change. Maybe this is just me.
[/quote]
I absolutely agree with you.[/QUOTE]
When I first saw them in the video it did actually surprise me in a good way. Seeing some guy with grey skin and groaning isn't scary any more. Something about them just being people to me felt a bit more exciting and real. It's hard to explain.
I'd love this game as a mod too seeming as I rarely play Gmod these days because this looks fun. It could then just be you host a game for your friends, which would be awesome. I love playing more with my group of friends in a co-op way. I sometimes like to play with strangers but I seem to be much more immersed when it's just people I know. Though the chances of this are so low, so I'm going to rate myself optimistic. :v:
[QUOTE=Emz;27530450]When I first saw them in the video it did actually surprise me in a good way. Seeing some guy with grey skin and groaning isn't scary any more. Something about them just being people to me felt a bit more exciting and real. It's hard to explain.
I'd love this game as a mod too seeming as I rarely play Gmod these days because this looks fun. It could then just be you host a game for your friends, which would be awesome. I love playing more with my group of friends in a co-op way. I sometimes like to play with strangers but I seem to be much more immersed when it's just people I know. Though the chances of this are so low, so I'm going to rate myself optimistic. :v:[/QUOTE]
If I have some time left over, I'll convert this into a full stand-alone mod with more custom content, like non-kangaroo-ish zombie animations.
Unfortunately, I don't plan on releasing this gamemode out (maybe at a later time, but not anytime soon), but I might sell it for college fund money.
Quick survey; Fast Zombies or Slow Zombies w/ More Health & Damage?
both!
amazinggg
If you don't want to let the user download anything,and want to change the default hev suit arms material,you can convert a skin on garrysmod.org in a .png,host the image wherever you want to (a fast host is more likely the best option),and then make a HTML panel to load that image and then use the htmlpanel's texture to replace the one in the hev suit arms.
It will most likely show the error material for a few seconds,that's the only downside to it,but at least you didn't make the user to download anything from the server.
[QUOTE=Jvs;27540591]If you don't want to let the user download anything,and want to change the default hev suit arms material,you can convert a skin on garrysmod.org in a .png,host the image wherever you want to (a fast host is more likely the best option),and then make a HTML panel to load that image and then use the htmlpanel's texture to replace the one in the hev suit arms.
It will most likely show the error material for a few seconds,that's the only downside to it,but at least you didn't make the user to download anything from the server.[/QUOTE]
:science:
Nice gamemode, will try it soon, also I need to know how you are drawing the rotated text.
[editline]20th January 2011[/editline]
[QUOTE=Hentie;27470848]I'm looking for a script that will properly point to offscreen entities. Right now I just clamp the positions which results in an ugly effect when the player is turned 180 degrees from the entity. I'm experimenting with using directional normals and then slowly interpolating between the directional 2D position and the ToScreen positions when the ToScreen position is offscreen.[/QUOTE]
Sometimes when an entity can't be seen on the screen, calling ToScreen on it's position returns huge numbers (atleast from my tests it did).
[QUOTE=Loures;27541425]Sometimes when an entity can't be seen on the screen, calling ToScreen on it's position returns huge numbers (atleast from my tests it did).[/QUOTE]
It works, it's just an ugly effect.
I'm going to be finding the normal direction from the player, but I'm trying to figure out which angle from the entity is really behind the player.
What do you mean?
May I request... Brodyquest? [URL]http://www.youtube.com/watch?v=ygI-2F8ApUM[/URL]
Consider it a possibility for the radio playlist, as it's a good rompin' song.
Yes you may, man.
Just added that to the game.
(Server's up right now, but it's hosted on my own computer :x)
I already said this on YouTube, but my Facepunch account is finally working, so...
You should make the sizes of waves and cooldown periods SLIGHTLY dynamic based on the average skill of the players, like in L4D. For example, if* the players suck, the* size can decrease by e.g. 25% and cooldown period increase by 25%, but no more than 25%.
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