Title: Zombie ATTACK Cycle
Description: This is all about Zombie attacking!
Ninja Krow - December 8, 2005 10:01 AM (GMT)
Here is what I propose, lett me what I'm missing, or give me an new idea as long as you realize I may or many not use any bit to extend or morph into the Final Attack Cycle...
Phase 1: Approch
Here the Undead Being will walk/run/limp over to the target it indended to get. This is a Semi Hard line, IE it can switch it's preffrence over to another target but more likely then not will stick with just the one.
Phase 2: Grappling
This is where the Undead being will try it's damndest to get a hold of and wear you down. eventully it will hold you and pull itself even closer. This can be broken with moving around and shoort burst of Melee action. you don't really want to be that close though.
Phase 3: Rearing for Bite
This is where the Zombie will try nad prepare for a bite. this happens actully fairly quickly. and can be reset to phase 2 if you manage to brake the cycle.
Phase 4: Contact
This is where the Zombie actully get past all that and bites. Depending on how much you fight and how much it tried, this can give you a trickly-Gushing Infection Cycle.
An Infection Cycle is not part of the attack and is it's own topic entirely, I'm not talking about it and Exspect MODs to delete post that reffer to it
The Same goes for the Living Defencive Cycle. while it was mentioned for the Attack Cycle, it's needs not be discussed here directly.
I want some feedback. Part of the Idea was barrowed from the concept BMR (Blue Moon Rising) Zombies. IE you can not Soot when they enter sertine stages of their attack Cycle.
Note this is once again the only thing i want talked about here in this thread. MOD are exspected to Delete any deveation of the Topic Title if not mostly linked in the topic it self...
Zombiekillerninja - December 8, 2005 09:42 PM (GMT)
Ninja Krow - December 8, 2005 10:06 PM (GMT)
Yea... Being That Zombies are Simple Minded... I only made sence that their attact Cycle is rather, well... Brainless... Thier Roaming Cycle is not much diffrent but they stay fairly close to their spawning point. and just waunder around the area till something spikes their intrest...
Thats is when their Roaming Cycle ends and their attack Cycle begains.
Things that can Spike their intrest are Sounds, Louder then a walking foot step at a few yards. Gun shots tend to be heard really well. Moaning of other Undead will also draw then to closer togather but they will not totally attact. they will then default back into a roaming cycle.
Sight plays a key componet in Spiking a Attact Cycle They really don't se each other. So when sound from another Undead being spikes them, they go and investigate but will find nothing and so raom some more. How ever if it sees a living being like a survivor or one of the STUD enemies if not the stud them selves, they will go into a full attact cycle...
Zombiekillerninja - December 8, 2005 10:17 PM (GMT)
What about Deep Sic. WUldn't they have a repellant?
Ninja Krow - December 8, 2005 11:06 PM (GMT)
| QUOTE (Zombiekillerninja @ Dec 8 2005, 03:17 PM) |
| What about Deep Sic. WUldn't they have a repellant? |
Note they are just as much in danger as we are... they do however tend not to be in places where the undead can get them easy...
Zombiekillerninja - December 8, 2005 11:31 PM (GMT)
Figured they would. Thanks for clearing it up. Even though I may never play I still want to help.
Agent Jim - December 10, 2005 12:38 AM (GMT)
the zombies should aslo try to swipe at you if not at the proper angle to bite. like swipe its arms to knock you down or something you know?
Ninja Krow - December 12, 2005 08:22 PM (GMT)
OOPS, For got to mention that... Yes they will swipe too... if not close enough to bite and if the player is trashing around too much. This is two try and sub due them...
There really isn't a traditional Health System in this MOD... Traditional is where the player gets 100 Health and must try and keep at very least 1 point in order to survive...
You'll see if I get that far...
Agent Jim - December 13, 2005 12:37 AM (GMT)
i suppose some kind of anti-zombie armour isn't available.
Ninja Krow - December 13, 2005 02:41 AM (GMT)
| QUOTE (PFC. jim @ Dec 12 2005, 05:37 PM) |
| i suppose some kind of anti-zombie armour isn't available. |
Not quite but you do get body armor since the undead is not the only enemy in the game...
Agent Jim - December 13, 2005 10:14 PM (GMT)
excellent! now revenge shall be mine! MUHAHAHAHAHAHAHAHAHAHA!
Ninja Krow - December 13, 2005 10:29 PM (GMT)
Again The Body Armor is not Quite the Traditional FPS Arrmor. First you don't just find this stuff and presto you have access to the protection it provides. It Has it own Health System and the protectionit provide will reduse over time the more damanged it is.
Body armor can be switched out for better repaired armor. There are Differnt Ratings for amor too. Standard Law enforcement body armor can take a beating with handgun fire and what not but high powered Rifles can slice through it like butter. Mili Spec body armor have plates that can be switched out or added in to provide more protection and can take a substantial beating compaired to the Law enforcment Verion.
You can switch out the armor any time but it takes access to the armor it self and Time. You will switch out the Armor in full animation. This will leave you open to attack or sniper fire to a vital organs. Be very careful when change out armor in the feild.
Also you can switch out armor in the HUB witch take half the time to switch out. But you must have Armor on your person or deposited into the HUB Stock Pile inorder to do this.
More on this later...
Agent Jim - December 14, 2005 02:35 AM (GMT)
you could have different armors, for instance if you have level one armor if your hit in the legs arms or head that dirrectly affects your helth level two comes with a vest and helm. while level three comes with a vest a helm. and arm and leg plates.
Ninja Krow - December 14, 2005 02:37 AM (GMT)
Hmmm guess I didn't make that clear... Thats what I already had in mind... Good IDEA bro... we're on the same page it looks like...
Agent Jim - December 14, 2005 02:42 AM (GMT)
=D hooray! actually i got that idea from counter strike... buying normal armor would just protect the torso while deluxe armor had a helmet.
Ninja Krow - December 14, 2005 03:39 PM (GMT)
Yea that was a good system... ours will go a little more in detail. due to the fact we'll be going up against the undead...
Agent Jim - December 14, 2005 08:32 PM (GMT)
in LOTD:RTFG it says you can make body armor to protect certain body parts... but doesnt specify how.
Ninja Krow - December 15, 2005 07:56 PM (GMT)
| QUOTE (PFC. jim @ Dec 14 2005, 01:32 PM) |
| in LOTD:RTFG it says you can make body armor to protect certain body parts... but doesnt specify how. |
yea i heard that sound bit when messing with the editor... The System for the weapons seems more realistic but also seems like it just makes everything harder then it has to be.
Tactically speacking. I would have loaded up on 8-10 mags of my Primary Rifle/SMG and 6-10 on my pistol mags. I would have a mag pouch on my drop-leg. then I would bring my Primary Melee Hand weapon, I usally prefer the mechette but some time a good crowbar is nice to have when i know I'll come up to a few locked doors on the way.
Then I would pack a Tool or two. A secondary Rifle is not a bad idea but hampers my mobility a bit, not much but enough to notice.
add the Body armor, Combat Zone PDA and maps. a Compus and Binoculares/night-vision. you pretty well loaded down with at very least 35 pounds of great alone let alone you will be packing a Back pace for Resource retrival. when full this will weigh in at about 50 pounds (including gear) to an whopping 75 pounds at the most. or for you guys who have a hard time converting pounds... lets try stones... 3.5 stone - 5 stones is roughly how much just one agent is trained to carry in and out of combat any anygiven time with minimal Stress or preformance loss.
The only people not exspected to carry more then their gear are the Snipers and Field Medics.
All carry 2 one Quart canteens full of fresh water and water purifacation kits. Rations for up to 4 days, light sleeping gear and basic mess kit. Smokeless fire cans help cook MREs and such.
So in game terms, Thats alot of stuff you will be packing, and it will all show on your speeds... when packing only a rifle and a side arms/Melee weapon your run speed will be 1.5 time faster then the normal run speed. Walk speed is always constant. When fully loaded, your run speed is 75% normals speed. Normal speed is a medium level between unloaded and fully loaded.
Also Note that Jumping is effected by this. Jump you can not jump that hight to begine with. There is a way to jump up on top of stuff in a method I picked up from Unreal 2 (Single player game not tournament) called mounting.
Also there are two sort of crouching. Tapping the Crouch key once will have you crouch lock... IE you get half as high are you stand. as it says it lock till eigther you press the jump to stang up, or or you crouch again.
Hitting Crouch a second time and you will crawl on you belly completely prone. then can give you access to little vents and what not if they are big enought for you. AS SEEN IN DIE HARD ONE "Now I know how a TV Dinner Feels..." you can allso crawl under low areas too low to crouch under but too high to prevent movement past. Hitting the jump will make you cycle into a crouch.
Holding the Crouch Ky down while moving will make you crouch while the key is held. leffing go of this key will then make you stand. Holding Crouch While PRONE will force the player to ROLL left or right when they try and strafe in prome mode.
It a little bit complacated but players can quickly get used to these skills by running the Bootcamp Premission a few times or running the Movment Controles Bootcamp Day for at most and hour.
These skills will com in handy...
Ninja/Matrix Style FLips anf Jumps are not gonna happen. Don't ask... No running up the walls, no Huge From Building to Building across the street jumps. No defying of gravity unless you pick something up and hold it in your hands. the Grave Gun is right out.
Interacting with world items will be a little more often. Like ladders, you will have to put everything away and then climb it. you can re load while moving on the ladder and you can not rotate 360 Degrees on it and come face first. while holding still on the ladder you can look around but you rotation will stop just short of -175-175 Degrees left or right. you can also pull out a weapon and fire it while standing still on the ladder. but will put the weapon back when you try to contine your climb, and will cycle it animation till is finished before letting you continue...
Injuries can cause you to slow down, jump shorter and other bad stuff. Try and avoid them when ever possable.
Wow started with Body armor and ened up with a full feature list of what is planned for the Movement and invantory system. please not there are all still subject to change.
Ark - December 15, 2005 08:02 PM (GMT)
Agent Jim - December 15, 2005 08:30 PM (GMT)
:D :D :D :D :D :D :D :D :D
must buy!!
Ninja Krow - December 15, 2005 09:03 PM (GMT)
I have made up my Mind... SOURCE will be the Engine We will use... With ark getting the SDK for his new copy, We will start by Communicating with one another about maps...
Here is waht we will need as in the way of the team...
Modeler (Characters, Weapons and props)
Snd FX/Music Aritst
Texture Artist
Level Designer
Project manager
Not saying that these jobs are or are not filled. Voice talanet will be a seprate team altogather...
No one can be paid fr this, but anyone invled with the project will be Cut an equal share if any profite is made, not saying there will be, just incase there is.
We will be working in stages:
stage 1, Developing the needed Scripts. almost 90% of the Souce pre-existing scripts will need to be bypassed with out own. 100% AI retooling is a must. also we will start making proxy prop, Well start planning out the Level structures, Making our Prefab Back lot and so fourth...
Stage 2: will begine in the middle of stage on, when we have enough to gets started with mapping out the levels... the Story will go into a Phase where we will start cutting out parts and fleshing out the story for the first half, in a bit more detail. Where it reffreances a place or even, we will make a broad location for this to happen and then construct it.
Stage 3: We will start Proxie Recording of Voice work according to the story... Most of the side bar gab will be left out for now. more Prefabs will be added to the back lot and many of the Meshes/props will need to be worked into their finalized versions.
Stage 4: Many of the maps will be nearing their finalized Forms, but will all have the save Developre Texter on them. Texture Artist will then need to look at these level and evise a Plan of attack base on location Style and what not for texturing the levels so that they will all flow into one another seemlessly in the final MOD, 100% of the textures used will not be form any other commercial Product, Royalty free Texture pagages may be used for building new testures for the MOD. At this point much of the scripting will be near it final stages and many people will get a sneek peek at the none textrued versions of a few slect levels with no spoilers.
Stage 5: With Textureing nearing completion, we will be Demoing our MOD to the general Community with a few Select Fully funtional Level clusters that are not linked in anyway. A fullyplayable Bootcamp Training Area will be fully playable you get people used to the new features in movments and navigathing amung other things.
Stage 6: We will Release the first half of the game known as Episode one: Title Fallen From Grace...
We will then start work on the Second half using the same Production Model as used for the First episode...
After The First Episode is done we will be looking at comments, implamenting some of the teaks into patches and into the second episode as well. Once the Second Episode is Completes We will Take a Brake as the Full story will have been told at that point.
If all goes well, We will work a few Multi-player levels, and some more content, We will also beworking on Exspansions Packs if the reception calls for it. Patching will be done by the teams as needed, and hopefully we will be able to be granted Full Commercial Rights of Out MOD and be allowed to Sell the Contents to the Genereal Public much like Counter Strike and other exspantion Pack not made by VALVe...
All STUD members will be give a sort of Credit System where their post allows then to spend on Downloading the Latest Version of the Demo/MOD for free.
Any one intrested in Downloading the MOD must have a Full and registered Version of Half-Life 2 and the latest Version of STEAM to play. Downloading VAI the STEAM net work may or may not be an option...
Wow What a mouth full again...
Ark - December 15, 2005 09:39 PM (GMT)
It might take us both a while to learn the editor.
Zen Buddakhan - December 15, 2005 10:06 PM (GMT)
Reading all this game designing stuff, gives me a head ache? :blink:
Agent Jim - December 15, 2005 10:35 PM (GMT)
if valve likes it they might release it on steam you know... and i get it for free? YAY! :D i can also do voices. ive got a surprisingly deep voice for a 14 year old.
Crazed Axeman - December 16, 2005 03:41 PM (GMT)
| QUOTE (Ninja Krow @ Dec 15 2005, 07:56 PM) |
Ninja/Matrix Style FLips anf Jumps are not gonna happen. Don't ask... No running up the walls, no Huge From Building to Building across the street jumps. No defying of gravity unless you pick something up and hold it in your hands. the Grave Gun is right out. |
Will we have unarmed hand to hand combat though? Like realistic stuff such as punches, kicks, trips and locks? Also, I've been wondering, will Deep Six be making an appearance or will we only be fighting zombies?
Ark - December 16, 2005 04:03 PM (GMT)
Deep six will be in it for sure.
Crazed Axeman - December 16, 2005 05:45 PM (GMT)
Agent Jim - December 17, 2005 12:15 AM (GMT)
once your in the testing stage submit your idea to valve if they like it they might try it *gets all excited* :D
Ninja Krow - December 18, 2005 07:18 PM (GMT)
| QUOTE (PFC. jim @ Dec 16 2005, 05:15 PM) |
| once your in the testing stage submit your idea to valve if they like it they might try it *gets all excited* :D |
Thats the idea...
Agent Jim - December 21, 2005 02:12 AM (GMT)
:D :D *gets mega excited* :D :D
KenshinZ - December 21, 2005 11:11 PM (GMT)
Wow, you guys have been busy...
Good job.
Yohoki - June 28, 2006 06:46 PM (GMT)
I'm liking this cycle so far.... but u may be missing something... they dont just attack everything.... sometimes they get distraced by things and either A.) walk to it and see what it is or B.) stand there and stare... i think that should also be added into the cycle...
say ur walking through a city... and u knock over a bunch of metal trash barrels on accident... they should hear that and walk to the noise...
or mabey you turn on the lights to a rundown truck... they'll stand there and stare into the lights...
so u'll have to add some noise/light responces and reactions to the chain... but other than that... me likes :P
Mr White - July 9, 2006 11:04 PM (GMT)
now wil there be animal zombies kinda like RE but or would thta be a little to copy kittyish? i mean like dogs and apes and such
Yohoki - July 24, 2006 03:02 AM (GMT)
wrong thread buddy.... but while on that note... U CANT HAVE ZOMBIE GAME WITHOUT A ZOMBIE KOALA BEAR FOOL!!!
Agent Jim - July 28, 2006 02:48 AM (GMT)
or a zombie platypus.
or a zombie chameleon.
or a zombie website.
Mr White - July 28, 2006 03:52 AM (GMT)
or or.... wait a zombie website hmm never thought of that but a zombie penguin you have to go to antartica and down there to find them but when you do ohhh they are nasty