Dungeons & Zombies!!!

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Wonderland
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Dungeons & Zombies!!!

Postby Wonderland » Sun Aug 03, 2014 5:43 am

Zombies! Zombies have ravaged the magical lands of Dongard! You're a survivor of this deadly disease that erupted out of nowhere just a few days prior, taking the lands by shock and surprise. Things got dark and deadly very fast, and nobody can be trusted any longer. How long will you live?

Choose a role! Part of the character creation process is the ability to choose a little background about your current situation (a bandit on the run in the desert, for example), and it gives you a different starting location and starting items. You can then play this role as you wish, any way you wish. No adventure should be the same.

Survive! Manage your food, water and rest, or you won't last long! Good thing there's fishing, scavenging, etc. to be done. Be careful, as your death is permanent.

Explore and quest! Travel across the large sandbox world of Dongard and help or hinder those who also live. Be a fantasy angel, or their worst nightmare!

Kick rotting butt! Use magic, swords and more to put down the zombie menace. Of course, zombies aren't your only problem...

Essentially, take Project Zomboid and The Elder Scrolls and mash them together. This will be released when it is finished/I feel comfortable doing so (it is already well on its way), and I am confident it will be done (eventually). The below screenshots are for a game in development, and more are on the way. Feedback is appreciated.

EDIT: The top picture is the most up-to-date, with the new HUD. NOTE: Updated on October 26th, 2014.
Attachments
Untitled2.png
NEW HUD!
paused.png
newestestpic.png
snow.png
zombies.jpg
Zombies!
screen.jpg
An orc exploring the overworld. Also, yeah, I guess trees grow through pathways.
Last edited by Wonderland on Sun Oct 26, 2014 6:18 am, edited 7 times in total.
Reason: Automatically merged double post.

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AnvilHouse
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Re: Dungeons & Zombies!!!

Postby AnvilHouse » Sun Aug 03, 2014 5:17 pm

I don't know why but I could so see all of the graphics being themed around marionettes and toys. The innocence mixed with brutality would be insane and somewhat poetic! :lol:

I am really liking what I see so far, I would say however, remove the perma death and add in like a save system in the cities (or do it by city size where villages and hamlets do not allow the save, but castle towns do) It would add a lot more longevity to the playtime of the game and still give the risk factor you are attempting.

I would also suggest reducing the size of the HUD and possibly try something like separating the food to one side and hot keyed items and weapons to the other. Considering the "survival meters" are on the bottom it would, in my opinion, bring more attention to the play area through a more circular vision pattern compared to the vertical aligned vision pattern you are using currently. Basically it is the same concept that engineers use when designing HUDs for fighter planes.
Image Image Image

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Wonderland
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Re: Dungeons & Zombies!!!

Postby Wonderland » Sun Aug 24, 2014 6:15 am

Yeah, I do like the clashing of styles. The world is so colorful and vibrant, but gore is being thrown around. :)

Thanks for the feedback! I will consider you ideas. The HUD seems to be a common complaint (on other forums and such).

EDIT: August 24th, 2014

NOTE: The clothing is placeholder in these pictures.

Work on the game (the last few weeks) has been steady. I thought I’d get more free-time to get more done this summer, but I guess not. Part of this is due to the busyness of summer in general, and some of it has to do with my surgery, in which I lost a bit of time. Ah, but enough excuses you say! Tell me what’s up!

Well, the HUD has changed again, probably not for the last time. You may notice a lot less clutter up top. This was actually a huge overhaul of a system, and while it will take some work, it will greatly improve the game in the end. My original idea was stupid and clumsy (and I forgot to talk about it earlier when it was in use, thank goodness). I intended you to equip things with the arrow keys in-game, thus, the clutter. This means that each equipment slot needed its own HUD section and button. Now I’m going to simply let you equip things in the menu screen as per usual. Imagine the awkwardness of hitting a key to scroll through dozens of pieces of equipment, only to accidentally go past it, etc.

Items now have weight (everything is currently one weight unit to keep it simple – that may or may not change as I haven’t decided) and you can only carry so much. Along with this, items can now be dropped, but due to the items system of the engine I am using, Engine 001, items dropped in the scaled world map and the towns, dungeons, etc. have to be the same size. That may be a good thing, as an immersion hit isn’t as bad as not having a clue what item is now on the ground. More items have been made as well.

A lot of other smaller tweaks, features and systems were made or are in the process of being made. Sound is being added, both in sound effects, like a munch for when you eat, to orchestral music for exploring to. A help menu option is being worked on, where you can choose what you want to hear about. I think it’s best this way, as you can use it as you need it, instead of having a tutorial shoved down your throat, or having no help at all. You can now drink out of the sea and the lakes if you’re thirsty (but the seawater is salty and doesn’t help you much). Your survival skills automatically allow you to tame wild animals if that stat is high enough, but animals turn hostile if you attack them. Items and armor can now break. Along with all this, you can now eat human meat from corpses (cannibalism FTW!) but you’ll take a hit from your soul stat – more on that later.

That’s a summary of the biggest changes I’ve made in the past few weeks. I thank you for your continued interest and support, and encourage you to give feedback. Thanks!

UPDATE: September 14th

Oh boy, what a month-ish.

-So like you might have heard me say, IndieGraph (the indie games blog I wrote and worked for) recently fell apart. There goes my last ties to the site. It was dying anyway, but I’m sad to see it go. I guess it was hacked.

-Not long after that, my cat got shaved. Doom and gloom. Poor thing’s so skinny now, but she was so knotted up, it really had to be done. Why does that matter? It doesn’t really, but what happened after did.

-When I got back from the vet, I went on to enjoy some League of Legends, and halfway through my computer crashed. Like, just froze up, died and restarted. When it came on, it gave a message telling me my hard drive crapped out. After some investigation, it didn’t seem like a particularly easy fix, especially after seeing that none of the files on it were readable, so I ditched it and ordered a new one off of Dell Canada.

NOTE: I had my game backed-up on USBs. I’m not that nooby!

-The new computer was a good deal, with the price, graphics card (well, it’s integrated, but it’s a lot better than my old Windows 7 one!) and everything being great. Only downside was it came with Windows 8.1. Anyways, it took a couple weeks to arrive, and I then got all my old Steam stuff and whatever loaded on again. Back to game development again? Not quite!

-High School was once again back in and things were super busy, and I didn’t have the time to play around with my new computer much after that, and…

-When I finally did get to mess around with my new computer more, I soon found out that A: my Twitter account was hacked and I had to fix that, and B: Windows 8.1 and my game I’m developing don’t mix well together I guess…:

(Compare the screenshot below to the other screenshots I have posted – this doesn’t look right!)

So, what does all this mean for the game? Well, I have to sort this issue out first, and then find some time to work on it. So, in other words, progress has slowed down quite a bit, and all this homework isn’t help. Thanks again for your interest and support.

NOTE: This was written yesterday morning, so this is slightly out-of-date and Mike gave me a workaround for the issue for the time-being.
Attachments
Untitled.png
paused.png
newestestpic.png
Last edited by Wonderland on Sun Sep 14, 2014 9:29 am, edited 2 times in total.
Reason: Automatically merged double post.

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Zhuge
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Re: Dungeons & Zombies!!!

Postby Zhuge » Mon Sep 15, 2014 12:52 pm

Bump. :)

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Wonderland
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Re: Dungeons & Zombies!!!

Postby Wonderland » Sun Oct 26, 2014 6:16 am

NOTE: This came directly from my dev blog and is written as such. Thanks!

Well, after last month sucking, and the surgery before that I had for a hernia and wisdom teeth removal, I am finally back in the game, quite literally.

It turns out the engine (Engine 001) I’m using and the new Dell computer I have aren’t exactly buddies. This is as far as me and Mike, the creator of the engine, could figure out. Unfortunately there isn’t much I can do there though, and this is a workaround. To fix that issue I mentioned last time, I simply had to disable the new lighting system and use the engine’s old one. No big loss there that I’ve seen. In fact, I can’t tell the difference, so that can be considered fixed.

I don’t know if I’m an idiot and didn’t notice before or if this computer handles the game even worse, because the performance was awful when I testing the game a couple weeks ago… like 5 FPS awful in some cases. It isn’t exactly a graphically-intense game, and I of course want it to work on as many (Windows – Engine 001 doesn’t yet support Linux or Mac) computers as possible. This led me to spending some time splitting the world map up into five parts. From a gameplay standpoint, the original single, huge map was pretty cool, but terribly running. From my standpoint, it performs better this new way and is easier to work on. I can also put more things in the maps without worrying so much about frame rate.

I’ve also started work on the magic system (of which there will be more than spells for combat), but I don’t have much to show since it’s basically a prototype for a single spell – Fire Missile, which is very much what it sounds like. You learn spells from reading scrolls, and of course you have to watch your MP. I can’t decide whether I want the MP to regenerate over time, how fast if it does, or if you need to carry some potions around. I’ll let you know when I decide.

I did tinker with the general combat system a bit, and the results are hilariously flawed, and will need more tinkering. Basically, combat didn’t have any weight to it before. You smacked your enemy and they stood as stiff as a board with their health tickering down. That isn’t any fun. Now you smack your enemy and they go flying literally miles away like they’re sliding on ice. Like I said, it needs more tinker.

On top of all this, I’ve done a few fixes to old scripts that didn’t work and worked on some other systems (of which they’re so insignificant I might as well not waste your time rambling about them). A lot of it was simply getting back the work I did that didn’t get backed up. It’s been decently productive, but I don’t have much time anymore for the game so don’t expect it any time soon. Thanks for your continued support and interest, and feedback is of course encouraged!

EDIT as of October 26th, 2014: Well, here I am for the once-a-month-ish game update, and I have to say that I’m in a bit of a rut right now. Progress on the game is slow (I’m not going to mention the changes because they’re all very miniscule, and not exciting). I’m busy and dissatisfied with the work so far, and frankly, bored. After all these months of work, the game isn’t even close to playable or fun. On top of all this, my free-time is minimal now, with work in the way. This brings me to a tough decision. Do I keep going, or not?

I’m glad I asked my buddies at the Engine 001 forums for advice because I might have jumped the gun a bit if I hadn’t. I let out all my thoughts, frustrations and hopes to them and they suggested I take a break for a month and come back to it to see if it’s worth it. Great idea, I decided. And so that is how it will be. For the most part, you won’t hear from me for a good month or so, and after the break is said and done, I’ll analyze everything and decide the game’s fate. For now, I’m better off stepping away from it, prototyping other ideas, etc.

Thanks for your continued support and feedback.


EDIT: November 29th - Well, I've given myself a month break off from Dungeons & Zombies!!! and I've decided to put the game on hold. Not cancelled (maybe). Really, when I say this I just mean game development in general is a hobby I don't have much time or interest for anymore.

Will it be worked on from time-to-time? Maybe, if I feel like it (I'm not ruling that out). I've been experimenting with other ideas that I like just as good or better, so if I do finish a game, I'll let you guys know! Really, I prefer screwing around with ideas to finishing them.

I also just prefer making games instead of marketing them, and marketing them takes time and interest away from making them! Time is something I don't have much of anymore, like I said. I had lots of that wonderful stuff over the summer, but not anymore. In the future, I'll at least wait till I find the fun to start the marketing (and there's another reason - I was starting to get fed up with Dungeons & Zombies!!! not being fun for so long). It didn't help, of course, that there was little interest in the game to begin with, so I didn't have much motivation.

See you guys later (when I'm near-finished making a game)! Sorry about that, but I had to do what I had to do.
Last edited by Wonderland on Sat Nov 29, 2014 7:57 am, edited 7 times in total.
Reason: Automatically merged double post.

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creativeminds
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Re: Dungeons & Zombies!!!

Postby creativeminds » Fri Jul 24, 2015 11:11 pm

Did you ever return to this project?
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Wonderland
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Re: Dungeons & Zombies!!!

Postby Wonderland » Sat Jul 25, 2015 6:27 am

No. Thanks for the interest though!

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Aliengear
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Re: Dungeons & Zombies!!!

Postby Aliengear » Sat Aug 15, 2015 7:25 am

Ha!I'm really interested with the viewing angle.Combining Project Zomboid and The Elder Scroll,that was a creative idea.By the way,I'm really stuck with your game title,I suggest you to change it.
Image

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Wonderland
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Re: Dungeons & Zombies!!!

Postby Wonderland » Sat Aug 15, 2015 7:42 am

Thanks! This project is long dead though. :)


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