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Mr. Green Gaming

Deluvas

Greens
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Posts posted by Deluvas

  1. Introduction

     

    As you may know from a few weeks ago, there were some plans for a novel zombie survival gamemode for GMod, which would replace the current one.  Unfortunately, since I was the only one working on it, time was sparse and I barely got to prototype some primitive gameplay. In the following paragraphs, I'll describe some of the things I've gone through with this project.

     

    The Catalyst

     

    The idea started from the fact that the current gamemode has been through a lot of changes and can't further cope with modifications because of its increased complexity and quality of code. Not only that, but the gamemode itself was getting duller and duller by each update. The difference between what's in my toilet before flushing and the gamemode's code and rules is non-existent.

     

    Concepts

     

    When I started working on the new mode, I thought of some crude concepts of how gameplay should .. play. One of them sounded like something out of The Walking Dead series, but it didn't live long until I realised I was just complicating the game and confusing the player. So I took something that already existed, was fun and challenging to play -- Killing Floor -- and added some features of mine.

     

    It sounds like this: human players spawn as usual, with a customized loadout based on their chosen class. These classes are four in number and are nothing like the old classes (different types of rewards, achievements, balancing etc). Just like Killing Floor, the game is divided into waves of increasing difficulty. At the end of each wave, there was the thought of adding a boss. After the final wave, the players proceed to the escape area.

     

    So where's the zombie players? I've replaced them with NextBot zombies. More over, the maps are specially modified for the gamemode, so there aren't any glitchy physics or unreachable areas. The zombies are unstoppable, .. well, actually they are. You can barricade, BUT WAIT! Remember those times where you had to move props and nail them to create a barricade? What a frustration! This mode uses pre-deployed barricades, similar to those in Call of Duty: Black Cock- I mean Zombies. This means that when you've gotten enough resources (you can gather special resources in order to solve different problems) to build a barricade, you can simply barricade a room. Oh yeah, and zombies can attack the barricades. Did I mention the weapons are also customizable? I almost forgot, hats. Lots of them.

     

    The Problem

     

    Okay, it sounds somewhat fun. So what's the problem? Currently, development has a very low priority, because I can't focus on developing long-time projects anymore. It seems that I'm going through a mid-life crisis and even though I would love to see this gamemode in action, I simply cannot. I was thinking of forwarding the concept to somebody else, but I don't know anybody who has the same vision, can be trusted and is skillful enough -- NO, NECROSSIN, I'm not going to create an elephant just so I can get its metatable -- so it's in a rut.

     

    That's kinda it. Maybe, maybe, on a sunny day, I'll start making real games, but that time hasn't come yet.

     

    Braaaaainnss :henk:

  2. How is this scary since I already know whom I'm going to "meet"? I thought Amnesia was scary because: 

    • You had only one lamp with limited oil (although more findable oil)
    • Mechanics of darkness (audio and visual cues when standing in the darkness too much)
    • Unknown enemies along with visual and audio cues when getting closer (includes the living flesh, devouring everything in its path)
    • The restricted environment, giving you the feeling that there is no escape (especially the dungeons, oh god)
    • The loading screen (the initially non-sensic text, the baby-like picture and the music)
    • Being alone
  3. Hammer sucks. It should be able to nail, unnail and repair the nails. Nails should have health and the barricaded props shouldn't take damage from human players, once nailed. You should be able to buy nails from the supply, ammunition crates/shop, although a little more expensive.

  4. - Big dull design

    - Random prop placement

    - Poor lightning on the environment and props

    - Zombies can be shot from all directions (poor gameplay and unbalanced)

    - Long dull walks to get from A to B

    - Very dark and unlit environments; this doesn't make it unsettling it'll just make it look unrealistic and boring.

    ..and that of course xD

  5. When I read the topic title, I thought that you increased your internet-bandwith from 100 mbit/s to 345784395489 mbit/s.

    My traffic is 120 Mbit/s, not 100 Mbit/s.

    #care

  6. You want my opinion ... ? Well, it's crap, no offense. You just repeat the same music over and over again, and you use the damn flashlight all the time ... Even in Amnesia, there were lights here and there. More over, the repeating and not matching textures make it worse. Don't give me that "OMG ITS WIP NUB". You posted W.I.P. and want criticism, you get it!

    PS: Can't you really come up with a few good looking rooms, instead of large empty space for once?

  7. Necrossin was discussing with me this yesterday I think. He says that for lvl 5-6 he would want to add a medic smg just like the one in killing floor.

    Yes, I told him about the one in KF, but I suggest he implements it for all levels, only the numbers should vary depending on the level, and it should be a clever mechanism, but fun at the same time.

  8. I'm glad to hear you changed your thoughts about it. Even though I retired from development, I'm still doing bits from time to time. Generally, the recent gamemode is based on NECROSSIN's changes mostly, while the middle part was being worked by me. However, as you said, there's also Clavus who made the beloved 'Ravebreak' script and the Green-Coins shop (and a few other features, at the beginning).

    PS: I almost forgot Ywa for hosting the server in the first place, which is quite an appreciation. If the gamemode wasn't made Open-Source, the server would've been dead.

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