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Outbreak Dev Thread


Anon989

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OutBreak Development Overview

 

Quick Note*

Hidden Below is the old Outline for the Game, while parts of it are outdated, most of what's there is still very much alive in some shape or another. So why keep it? Idk, I just like seeing the memory of what started this whole project, and seeing how things have grown and evolved since it's start. I find it interesting, and I thought others might as well, so there ya go :)

 

Quick Summary
You play as one of several female characters who have been placed within the middle of a viral outbreak. Goals such as surviving, escaping, and even stopping the Outbreak will be common objectives in/on your missions. It should be noted that not all characters will be made equal, you will be given the opportunity to adjust your characters skills and equipment. See Here for the Campaign run down and Here for the Character Creation plans.

The Project
This will be a personal project that a friend and I are making in our spare time. The game will be made using the UDK 3 engine and released for free. So please don't spam about when it will be completed, I'm not doing this full time, so it will be done when it's done [;)]

The Setup
Each Outbreak will be featured on it's own map with it's own enemies/dangers to face. This was done to ensure that the environment matched it's enemies. Each Outbreak will also feature several modifiers that can enable/disable certain content that players would prefer to avoid. Also unique to each Scenario is the player count. Most Outbreak Scenarios will be Co-Op for 2-4 players.

Also note that there will be two modes planned for this, what has been described above, and a sandbox mode for larger numbers of player (12-16 is what we're aiming for, but those numbers are in no way final atm). Expect more details for this to come later.

Background/Location Info

Outbreak takes place in the future on an isolated colony world, where the Global Horizons research facility is stationed. Global Horizons was once known for their cutting edge technology and advanced genetic prowess, but that was some time ago. And now the UEF (United Earth Federation) has come to close them down due to ongoing budget cuts by the current administration. Global Horizons lead researcher and Director, Dr. Isis however thinks otherwise.

She convinces the UEF to back down for a week, and in return she would unveil her greatest accomplishment yet. This is a bluff however, and she quickly scrambles her teams to find something she could use. They return empty handed, however they did manage to attract the attention of a mercenary. She claims that she had found a source of nearly infinite power, but she quickly found that the material was dangerous.

She believed it was cursed and that it had to be destroyed. Though no matter how hard she tried, the crystal could not be damaged. So she had come to Global Horizons with the hopes that they could contain it properly. Dr. Isis took the sample from her thinking it would be worthless, but soon found that the girl was right. It emanated with immense energy under the right conditions. If she could harness all of it, they would have to keep Global Horizons on budget to keep researching this new element (Element Zero).

3 days into testing odd things began to occur within the labs. Lab technicians who handled the material were developing odd psychic abilities as well as an increased libido. Dr Isis saw this as a bonus of course, not only does Element Zero create immense amounts of energy, but it could unlock a hidden psychic potential within those around it! And hell if those both fail, it would work as nice Viagra alternative...Moving on, safety protocols demanded that she cease testing and quarantine both the lab technicians and the material, but she was nearing her deadline and refusing to stop now...(cue disastrous consequences here)

Each scenario in the game will build off this initial setup, but don't expect it to be too similar beyond the reuse of some characters and environments.



Characters (New Characters are revealed every Tuesday/Wednesday here first and then later on my blog)

http://outbreakgame.blogspot.com/2013/06/characters.html

Player Resources

Health - Measure of how much more damage you can take before you collapse. Eat/drink food to heal over time, or use med-kits to heal instantly. If your health is reduced to zero, then you'll be downed for a set time leaving you to crawl for safety. Enemies can use this time to destroy your clothing/rape you and you won't be able to resist. Allies can however revive you if they have med kits/health items, and they can also carry you should you really need to get out of trouble.

Stamina - Measure of how tired you are, will drain when you're breaking free of grapples, climbing on ledges, jumping, sprinting, and resisting rape. Will automatically regenerate when not in use.

Lust - Your natural resistance to rape. Lust will increase when ever you are grappled/groped/raped. If it fills up, then your ability to break free from rape attempts will be hampered considerably. Also once it is filled, your stamina regen will slow considerably, making it much harder to escape bad situations. This lust state will only last for a minute or so before returning to normal. It should be noted that lust will naturally decrease over time, and masturbating can quickly empty it. Masturbating will attract any nearby infected however, so try to fort up or make sure it's clear before doing that. Afterall, you don't want to be caught with your pants down [:P]

Hunger/Thirst - Players will have to eat/drink a few times each in-game day, should they fail to eat on a given day, then their max health and stamina will be decreased each day they go without food. Or if the lethal flag is set, then players will die should they let their hunger run empty. Also once filled up completely, you'll have some time where you're full and won't need to worry about eating again.

Infection - Every time an enemy is able to "engage" with you sexually your infection level will increase. Infections can be cured with antivirus injections, but should your infection progress to 50 percent then the infection will only be cured to that amount. Meaning that your infection level will no longer naturally decrease to 0, rather it will decrease to 50 and no lower. This can be cured with special medicine (TBA) or npc help however. See below for the initial stages of the infection starting at 50%:

1) Player is now among the infected, lust will now raise automatically
1) Player now gains red eyes signifying that she is infected. Now when lust is filled, the player will go feral and try to rape enemies/allies for a time

-This next stage occurs when your viral level reaches 100%
2) Player is now turning into one of the infected, you'll see a steamy haze effect to show your character is close to turning
2) Enemy infected will now ignore the player, and the player also loses the ability to fight or use weapons
2) If the player does not receive some an antivirus (either from him/her self or an ally) before this time is up then your character will collapse onto the ground and turn into the form of the last infected to make you reach this point.

Infection Gameplay

Once fully turned, players will be given new objectives. These will be simple go out and rape/infect other npcs/players, and once you manage to spread enough of the virus around, you'll be able to transform your character (Some Outbreaks will have less transformations). Depending on the Outbreak, you may get to transform into a variety of different forms to help you stop/catch those remaining survivors.

Player Weapons (Ideas)

Melee - Most common weapons, good for those with nothing better. Expect an arsenal of knives, bats, and swords here [:)]

Pistol - Most common of the fire arms you'll find, good for tackling light enemies

SMG - Second most common of the fire arms, fires/reloads quickly which makes it ideal in panic situations, uses pistol ammo

Rifle - Third most common of the fire arms, good for tackling tougher groups of light enemies, uses rifle ammo

Laser - Slightly harder to find than the rifle, the laser boasts a laser like accuracy at the cost of damage. Uses batteries for ammo

Plasma - Very rare prototype weapons, fires large balls of energy for high damage to armored enemies, shots travel slowly, uses batteries for ammo

Heavy - These are special weapons such as the flamethrower, rocket launcher, grenade launcher, or minigun. They are incredibly effective weapons, but their power comes at a cost. Heavy weapons must be dropped for the player to switch weapons, and they slow the player down considerably. These weapons also do not have ammo pickups so they must be tossed aside when they run out of ammo. Use them wisely! lol

Player Armor/Clothing

Each article of clothing/armor has two stats:

Defense = How much it reduces damage (Using a percent scale, so 100% would negate all damage and 0% would offer no protection), and how much damage it can take before getting all ripped up.

Shields = Provides a much smaller protection for both you and your clothing. It regenerates when not in combat, so people can try to avoid having to constantly worry about their clothing. It gives you a bit more wiggle room to make mistakes that don't immediately screw you for a portion of the game.

Also note that once your clothing is compromised, enemies will be able to rape you.

Additional Player Mechanics

Ledge climbing, sprinting, and fence vaulting will be included to help make exploring/navigating areas a bit more fun. These actions will require stamina to perform however.

Fortifications

There will be two types of fortifications:

Weak - These are the kind that you can make given that you have boards in your inventory. While they won't stop infected from getting in, they will slow them quite a bit

Strong - These are the heavy kind that you can make given you carried them with you. While carrying this type you can not use a weapon, so move carefully or in groups. Heavy metal barriers are nice as they can withstand much more damage, with the bonus of being repairable if you have a welder/repair tool.

Inventory

Lets you carry a limited amount of stuff for later use.

Strongholds

Safer areas for players to stock up before going back out. Will have shops and repair services for your clothing. Will also periodically spawn guards to defend the surrounding area. Note* These zones can become a target for infected players. Once infested, it will spawn additional infected around it. Can be purged clean again however.

Enemies

Enemies will vary from the basic human infected, to human/mutant/animal/alien types as well. Specific enemies are TBA atm (sry lol) That said, enemy ai will come in 3 primary forms:

Grapple = Enemies that like to well grab a hold of you and force you into sex (Lust/Stamina Damage), HP attacks less than others

Ranged = Enemies that like to "shoot" at you when you get in range, deals Lust, HP, or Stamina Damage.

Melee = Enemies that like to beat the crap outta ya (HP attacks) before sex. Will try grapples less often than others.

Should you find yourself captured by one, it will drag you away to a point of interest and then rape you there (this is providing it has arms, mutant animals will rape you on the spot. It should be noted that there will be a simple button mash event to escape situations like this, though the difficulty will be determined by current health/stamina/lust values.

Objectives

Will work similarly as they were mentioned before, just more emphasized at the start of each scenario. For example some maps may ask you to reach a set point, and then leave it up to you to find a way to reach that destination. Multiple ways to accomplish the same task to help boost re-playability.

This will all be to just help you get started, as you in no way need to follow them to play. So feel free to wander where ever you like [:)]

end Overview

 

 

Moving on, here's a quick FAQ of some basic features and game play options.

 

What engine is the game built on, are you working with others, and are you working full time on this?
This will be a personal project that a friend and I are making in our spare time. The game will be made using the UDK 3 engine and released for free. So please don't spam about when it will be completed, I'm not doing this full time, so it will be done when it's done. If you like what I'm doing please consider donating, though if money is tight don't worry about it. Just seeing your support can help a ton as well ;)

 

What's it about?

Well the game focuses on a custom made player Character who is thrown into a terrible situation where an infectious disease/virus has spread all over the planet of Korhal. You're tasked with surviving this new war zone, and assisting allies as you try and stop the virus from spreading any further. For more on the story/characters please see HERE.

 

You said custom character, so can I customize my avatar?

Yeah, that's the plan at least. My goal is to allow for the customization of your characters face, hair, hair color, skin color, and weight. On the non-visual side you'll be able to choose your characters background allowing you to further personalize your play style. Initially the plan is to arrange a number of pre-built options to choose from, but later add the option of tweaking and making your own. Read more about the backgrounds for the player character HERE.

 

So how will the game play out, are there specific modes in mind?

There are two modes planned. One of which is a persistent co-op campaign of sorts, where players can take on various mission together. The other will be a free roam mode more in the realm of the Day Z mods/games. (For those of you not familiar with it, it's a survival based game with zombies where players must scavenge for supplies to survive.). The Co-op mode will likely be our primary focus, and once things are fleshed out and stable, we'll start on the free mode.

 

So will there be any single player modes?

Yes! All the Co-op missions will be playable with a single player, in fact some story based missions will actually be single player only.

 

So how many player can play at one time?

For Co-op, the plan is up to 4 people, but for free roam I can't say yet until we have an idea of how the mode will come in performance wise.

 

So how will the Campaign work?

Sorry, but it's tba atm. Will post it here on the forum when it's ready for your input :)

 

So what will we have to worry about while playing?

There will be a few key stats to keep track of. Health, Stamina, Shields, Armor, Lust, Hunger, and Infection.

 

Health is your HP or Hit points, empty it and you'll be downed for a set time leaving you vulnerable to the monsters that infest Korhal. When downed you'll be able to crawl for safety or risk gaining additional attention by standing back up and attempting to limp away. Manage to avoid enemy attacks during this time and your character will regain some health and go back to normal.

 

Stamina is your characters physical energy, it's used for abilities, climbing, running, jumping, etc...Also important to take note of, all attacks deal a small amount of stamina damage as well, if this damage occurs when your stamina is low, you risk getting staggered or knocked down by attacks.

 

Shields

A rechargeable source of protection granted by your clothing/armor. It will prevent damage to you and your clothing providing it's not compromised. If left untouched for a time, it will regenerate.

 

Armor

Your protection VS rape, you can equip armor on your head and body. Body armor is the source of your shields, while your head clothing will provide you additional armor and a special vision mode (See HERE for Vision mode WIPs). Armor also reduces the damage done to your health when your shield is broken. If your armor is reduced to zero, then enemies can officially begin to rape you. Also remember that different clothing options offer differing levels of shields and armor, meaning some may take a beating and others may quickly tear away in combat.

 

Lust

Your natural resistance to sex. Lust will increase when ever you are grappled/groped/raped. If it fills up, then your ability to break free from rape attempts will be hampered considerably. Also once it is filled, your stamina regen will slow considerably, making it much harder to escape bad situations. This lust state will only last for a minute or so before returning to normal. It should be noted that lust will naturally decrease over time, and masturbating can quickly empty it. Masturbating will attract any nearby infected however, so try to fort up or make sure it's clear before doing that. After all, you don't want to be caught with your pants down :P

 

Hunger

Players will have to eat/drink a few times each in-game day, should they fail to eat on a given day, then their max health and stamina will be decreased each day they go without food. In the Co-op campaign this will also be effected by your food supply, allowing you to spend you food resources to ignore hunger effects during a mission.

 

Infection

Every time an enemy is able to "engage" with you sexually your infection level will increase. Infections can be cured with antivirus injections, but should your infection progress to 50 percent then the infection will only be cured to that amount. Meaning that your infection level will no longer naturally decrease to 0, rather it will decrease to 50 and no lower. This can be cured with special enhanced Antivirus injections or npc help however. See below for the initial stages of the infection starting at 50%:

 

1) Player is now among the infected, lust will now raise automatically
1) Player now gains red eyes signifying that she is infected. Now when lust is filled, the player will go feral and try to rape enemies/allies for a time

-This next stage occurs when your viral level reaches 100%
2) Player is now turning into one of the infected, you'll see a steamy haze effect to show your character is close to turning
2) Enemy infected will now ignore the player, and the player also loses the ability to fight or use weapons
2) If the player does not receive some an antivirus (either from him/her self or an ally) before this time is up then your character will collapse onto the ground and turn into the form of the last infected to make you reach this point.

 

Any additional game play options that are going to in the game?

Yup see below:

There will be Field Construction with heavy materials that must be lifted to construct defensive structures such as fences or barricades.

Medical Crafting to make helpful items to heal injuries (Can be enhanced if a player chooses the Doctor's Apprentice background)

Mechanical Crafting to make helpful items to defend areas with (Can be enhanced if a player chooses the Daddy's Girl background)

 

You'll have an inventory to hold your items and weapons in. This will work on a item count limit rather than a specific weight limit. (Can be enhanced if a player chooses the Freighter background).

 

You'll also have credits to purchase ammo and such when out on missions. These credits can be used outside of missions as well in the Co-op campaign.

 

How will the combat work?

Combat will focus early on with melee weapons, but later in harder missions, guns will gain importance as the types of enemies you're facing begin to change. Keep in mind guns and their ammo will be much more expensive to maintain compared to melee weapons. As for how the melee combat will work, expect something similar to Skyrim's combat, as in block with one button, normal and power attacks with another.

 

What kind of enemies will we get to fight?

Working on a more professional looking list atm, will post the link to the blog when it's ready :)

 

You missed/messed up something here can you please add/fix it on the FAQ?

Yeah no problem, just let me know if I forgot anything, or messed anything up, and I'll be happy to make a quick fix.

 

And with that I think this thing is finally ready to go again.

 

Dev Section

 

Current Requests

 

Concept Character Artist

 

Goals Short Term

 

 

Check the slider on my blog for general updates/current goals

http://outbreakgame.blogspot.com/

 

 

Goals Long Term

 

Playable Tech Demo for testing Player Mechanics

Playable Tech Demo for testing AI and weapons

Initial Build of the First Scenario

 

Credits

 

 

Myself for anything that isn't otherwise mentioned for being some other persons idea/input

My Friend _____ for Programming/Coding

Banshe for his item weight ideas

Kagarus + Nonsense667 for naming the Icarus

Nonsense667 for his Full idea for the Hunger System

 

 

Donators

 

*Yohan* FIRST EVER DONATOR AWESOME MEDAL FOR YOU SIR

 

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New Camera Style Pic Working on making it flip-able from left to right/vice versa.

 

Update Jan 30th

Fixing some issues with the crosshair and gunshots not lining up, so that kinda set me back a bit. Will hopefully get it working tomorrow tho.

[spoiler=New Camera wip]post-14457-1359788316005_thumb.jpg

 

 

Update Jan 31rst

Got the crosshair fixed. And the camera can now switch sides from left to right and vice versa :D Gotta smooth out the transition between them still though. Adding a pic with the camera swapped.

[spoiler=Camera Flipped]post-14457-13597883250898_thumb.jpg

 

 

Update Feb 2nd

Smoothing the camera transition was harder than I imagined. Though I should still get that done later today.

 

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Good luck! This could be a lot of fun. :D

 

Thanks, I intend to get this done too...or die trying..:D

I mean I really look forward to the day I can have all you guys n' gals testing/playing/sexing away. :blush: God I'm getting all emotional now lol...

 

That said, expect my Mighty Stream of updates as I go along and feel free to comment/suggest any ideas you may have since feedback/advice is often really useful even this early on!:)

 

Seriously, any ideas are good whether they relate to gameplay mechanics, weapons, locations, or just new ideas for monster/transformed girls even though those are still a while away.

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I really like this idea, having been a fan of the zombie genre in general, and from time to time imagined a 'lust zombie outbreak'. Seeing as you invite questions and suggestions: I'm not sure how difficult it would be to implement, if difficult at all (I'm not familiar with what you're using for this), but I thought of an encumbrance system when I saw you mentioned inventory:

 

It could either be something that reduced a player's run speed, or outright prevented them from running if they carried something too heavy. I don't see any info related to RPG elements like strength or carrying capacity, so things that are 'too heavy' may be specific items like something you'll use for a barricade or an object of significant importance (and weight), or a big weapon that would logically make one slower. If a group of survivors want that 'good barricade' they'll have to escort the guy carrying the piece to where they want it, or if you're alone, well you risk getting caught (Although, would that be so bad? For the sake of the game, let's say 'yes')

 

Something else that occurred to me: When you're dragged off by a zombie, and you're in a first person perspective, is the camera going to switch to a third person-look around or is a first person perspective possible in those cases?

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Always great to see new game in development. Funny thing is that I already saw 3 "lust zombie theme" this week (including mine :P)! Is there some kind of supernatural event that make everyone want to make a adult Resident Evil game??? :dodgy:

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Always great to see new game in development. Funny thing is that I already saw 3 "lust zombie theme" this week (including mine :P)! Is there some kind of supernatural event that make everyone want to make a adult Resident Evil game??? :dodgy:

lol I had no idea' date=' I'm still going for it though, to hell with the bandwagon :D.

And to be fair, my inspiration for this came from DayZ. A game I never played, but I feel like I have based on how much my friends won't shut up about it haha.

 

Bladder - Used to measure when you gotta go...This one may not make it in without people requesting it.

Consider it requested. :P

Well fair enough, thanks for the input.:)

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I really like this idea' date=' having been a fan of the zombie genre in general, and from time to time imagined a 'lust zombie outbreak'. Seeing as you invite questions and suggestions: I'm not sure how difficult it would be to implement, if difficult at all (I'm not familiar with what you're using for this), but I thought of an encumbrance system when I saw you mentioned inventory:

 

It could either be something that reduced a player's run speed, or outright prevented them from running if they carried something too heavy. I don't see any info related to RPG elements like strength or carrying capacity, so things that are 'too heavy' may be specific items like something you'll use for a barricade or an object of significant importance (and weight), or a big weapon that would logically make one slower. If a group of survivors want that 'good barricade' they'll have to escort the guy carrying the piece to where they want it, or if you're alone, well you risk getting caught (Although, would that be so bad? For the sake of the game, let's say 'yes')

 

Something else that occurred to me: When you're dragged off by a zombie, and you're in a first person perspective, is the camera going to switch to a third person-look around or is a first person perspective possible in those cases?

[/quote']

Sorry almost missed your comment!

 

As for the RPG mechanics, I'm hesitant on adding these right away, as I want to get everything working before I go adding little modifiers here and there. But your ideas are good, I like the idea of escort like situations cropping up organically like that. Thanks for the input, I'll be taking that under heavy consideration. :)*edit check the goals section, I just credited ya ;)

 

And no there won't be any first person stuff until much later. As for right now it's third person all the way. Over the shoulder cam when playing and a spectator/voyeur cam when getting raped (See Rumble Roses on the 360 for a vague idea of what I mean on that one).

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Thanks for that, lol. I'll probably throw in other ideas as I have them, like one I just thought of: This one is a simple one, seeing as you already have clothes in question. If a zombie catches you and strips you down, even if you're saved, you'll basically still be nude, right? If that's the case then some places could have a wardrobe-object which when triggered by an exposed or partially exposed, provides the player with a starter clothing to get them back to covered state.

 

The problem for them is get back on their feet and find a wardrobe before zombies find them... but that's their problem >.>

 

As for the bladder idea, while I'm not entirely hyped about it, I know how you could make it interesting, if it does make it into the game. I mean it's a feature that won't necessarily kill you if you ignore, you'll just pee in your pants. But is that it? Is there no point besides discomfort? Well, what if the smell attracted the zombies? I mean, getting a bit biology heavy here (I apologize who doesn't like this stuff), but urine filled with pheromones, and by far one of the strongest body fluids one can... spill, when it comes to smell. So yeah... A feature which you can no longer ignore: If you pee in your pants, you're a beacon. Going in the bushes would probably not produce much concerns seeing as soil would absorb it.

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lol I had no idea' date=' I'm still going for it though, to hell with the bandwagon :D.

And to be fair, my inspiration for this came from DayZ. A game I never played, but I feel like I have based on how much my friends won't shut up about it haha.

[/quote']

 

Hey, the more the merrier! :D I am just surprised 3 people working with similar themes all started with the week. Must be alien overlord mind controlling us all! :P

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Thanks for that, lol. I'll probably throw in other ideas as I have them, like one I just thought of: This one is a simple one, seeing as you already have clothes in question. If a zombie catches you and strips you down, even if you're saved, you'll basically still be nude, right? If that's the case then some places could have a wardrobe-object which when triggered by an exposed or partially exposed, provides the player with a starter clothing to get them back to covered state.

 

The problem for them is get back on their feet and find a wardrobe before zombies find them... but that's their problem >.>

 

As for the bladder idea, while I'm not entirely hyped about it, I know how you could make it interesting, if it does make it into the game. I mean it's a feature that won't necessarily kill you if you ignore, you'll just pee in your pants. But is that it? Is there no point besides discomfort? Well, what if the smell attracted the zombies? I mean, getting a bit biology heavy here (I apologize who doesn't like this stuff), but urine filled with pheromones, and by far one of the strongest body fluids one can... spill, when it comes to smell. So yeah... A feature which you can no longer ignore: If you pee in your pants, you're a beacon. Going in the bushes would probably not produce much concerns seeing as soil would absorb it.

Well with the clothes, I was simply going to make it not necessarily break or get destroyed. Just moved to the side/torn and finally removed to "grant access". Only time I'm planning to have your clothes officially destroyed is when your Character is transformed or at stage two of the infection. As for repairing them, I was thinking that the player could just fix themselves up at safe zones. Just to give more reason for people to head over there and see what's up. Though the field wardrobe was something I was actually considering doing already, but I was kinda iffy on it. Thanks for making me feel like that is a good idea now lol

 

Hmm, as for the bladder bit, you again definitely gave me some things to consider. As that was my problem with it previously, as I just didn't know how to really "feature" it in game or if it was a popular enough fetish to warrant being made. But that's up to people to decide lol. Still thanks again for your ideas. :)

 

Hey, the more the merrier! :D I am just surprised 3 people working with similar themes all started with the week. Must be alien overlord mind controlling us all! :P

lol just reminded me of that ancient aliens guy from the history channel with the weird hair...

post-14438-0-98215000-1359823538_thumb.jpg

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Nearly finished camera video now with camera smoothing! :D

http://www.youtube.com/watch?v=HVy3yHpvUb4

Btw keep this game's dev questions/suggestions/comments here. I don't want youtube getting all pissy at me about improper language/morals/whatevs.

 

btw (again) the minor lag you see is from Fraps, that thing seems to hate my computer lol

 

edit

forgot to add that the vid has no special effects/post processing going on, I won't be showing that until it's ready ;)

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Camera looks pretty good. I like the smooth transition from right to left shoulder (Hell, to be honest I just love the fact that such transition is even available. I can't count the amount of games I wish had it as an option).

 

On another matter, how do you plan on going about the grappling system, most specifically how to escape grapple: A button masher, a left to right alternation as in some RoRs, or a quick-time-event (If that's even possible).

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Camera looks pretty good. I like the smooth transition from right to left shoulder (Hell, to be honest I just love the fact that such transition is even available. I can't count the amount of games I wish had it as an option).

 

On another matter, how do you plan on going about the grappling system, most specifically how to escape grapple: A button masher, a left to right alternation as in some RoRs, or a quick-time-event (If that's even possible).

Thanks for the compliment! And yeah I'm with ya when you say that there are a bunch of games that really needed an alt shoulder cam, so I made sure to get that feature in first :).

 

I was really debating the use of QTE, as a lot of people really hate them. On the other hand I was liking the button mash approach as it kinda simulated (it makes your button mashing arm/finger tired) how tired your character would be lol.

 

This would be my approach if I decided on doing the above:

 

Button Mash QTE

Check Stamina -> Set Difficulty of QTE depending on how Much Stamina is left (Full = EZ, Empty = F***ed, literally in this case lol) -> Mash Whatever Button I decide on to Escape -> Drain Stamina during the duration of the grapple -> Momentary Grapple Immunity when ya Escape (Like maybe 1 sec, would need testing to see what worked) just to avoid constant grappling loops

 

I guess that's just one way of doing it tho, if anyone has any suggestions, by all means feel free to chip in :)

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I'm not sure how you would apply a grapple immunity to someone after escape; I'm not versed on UDK although I'm considering trying my hand in it. But rather than an immunity deal, why not simply knock back (or down) attacker(s) on grapple break. The time they would take to recover from it would be, theoretically, more than enough time for the player to take action, whatever they do.

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I'm not sure how you would apply a grapple immunity to someone after escape; I'm not versed on UDK although I'm considering trying my hand in it. But rather than an immunity deal, why not simply knock back (or down) attacker(s) on grapple break. The time they would take to recover from it would be, theoretically, more than enough time for the player to take action, whatever they do.

Good idea man, would make more sense that way too.

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Do you have plans for multiple graplers leading to threesomes or gangbangs? (I imagine that even if you do, these would be ideas towards the end, maybe updates post release, even, just curious though)

Yeah that was planned for later. It's part of the reason I'm doing the dragging off to the points of interest. So enemies can fill any empty slots that said sex scene/location will allow.

 

Btw yesterdays update:

Figuring out how to make a Hud is hard lol. Still going through learning all that good stuff, I'm sure it's ez as hell once I get past this whole where the f*** is a good tutorial phase I'm at right now lol...

 

Also learned how to use world offset on my ocean materials, to make it look all nice and 3d!

 

Oh and a spot of good news, udk comes loaded with an example 3d interface/inventory so that should help speed things along when I get to it. :)

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@Wisdomcube

 

Will there be a lot of dialogs in the game? I find most adult game these days focus a lot on graphics instead of the story. Watching the same kind of animation playing again and agian can get boring fast. But if there is a reason (+dialog) for sex scenes, it will keep everything feeling real and fresh.

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@Wisdomcube

 

Will there be a lot of dialogs in the game? I find most adult game these days focus a lot on graphics instead of the story. Watching the same kind of animation playing again and agian can get boring fast. But if there is a reason (+dialog) for sex scenes, it will keep everything feeling real and fresh.

Not too sure, as I want this to eventually be made into a multiplayer game. I'm not too sure how/if it would still work under those circumstances. Though if I decide to add proper dialogue, it would likely be in areas that Infected Can't reach/interact with. Just to avoid people getting jumped while your chatting it up.

 

There will likely be real time dialogue however, just not the stop/interact kind until I know what and how I'm going to be doing that lol.

And don't get me wrong, I'd love to do some Mass Effect Style Dialogue in here, but I just don't think it'll fit/work when you add in more people. Idk though lol...ya never know how these things can turn out sometimes.

 

btw Feb 5th Update

Bought a book on UDK to help me along, and also sick as hell right now, so progress will be slow until I get better. I'll post a few lil post process shader teaser images later today tho just to keep you guys occupied :D

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This looks really good! I love the concept, and the ideas you have for gameplay. The video gives me a good idea for what the quality will look like. I look forward to seeing how this progresses. Oh, and I also request the bladder mechanic. I'm not into pee, but I like it from an immersion standpoint.

 

Anyway, I hope you feel better soon. Rest up and take care of yourself!

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This looks really good! I love the concept, and the ideas you have for gameplay. The video gives me a good idea for what the quality will look like. I look forward to seeing how this progresses. Oh, and I also request the bladder mechanic. I'm not into pee, but I like it from an immersion standpoint.

 

Anyway, I hope you feel better soon. Rest up and take care of yourself!

Thanks for the comment, and yeah I'll try to take it easy for a few days.

 

But anyway here's those Shader pics I promised earlier:

 

[spoiler=Before]post-14438-0-18578500-1360128279_thumb.jpg

 

 

[spoiler=After]post-14438-0-83975700-1360128299_thumb.jpg

 

 

And one more bonus set of Pics to see the SSAO effects and such:

 

[spoiler=Before]post-14438-0-85717100-1360128965_thumb.jpg

 

 

[spoiler=After]post-14438-0-12988500-1360128986_thumb.jpg

 

 

btw these are the beta images, meaning they're done technically, but I'm still adjusting values such the darkness/shadows/lighting/etc. I'll be able to finish this one once I get finished on all models and such so I can see how/what needs tweaking.

 

TLDR

Basically this effect will likely be softened/tweaked later on as the shadows/lights are pretty harsh at present, but for now I'm enjoying the effect ;)

That said, I hope you guys like/enjoy it :)

 

edit

I'm also taking suggestions on the HUD Layout/Design, so feel free to pitch your ideas or other games HUDs that you think would work well.

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Update Feb 6th

 

Good+Bad News

 

[spoiler=Good]Sprinting is done and works well enough, and stamina will be following shortly

 

 

[spoiler=Bad]I think I got the flu or something, which really sucks lol. Will be taking a few days off because of it, so I won't be posting as often here either until I get better...

 

 

And remember I'm still up for any HUD designs/suggestions you guys come up with. So feel free to pitch whatever and I'll post back when I can. Hopefully I won't be out of it for too long :lol:

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