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#1

Zombie game

Archive: 8 posts


It's still in Create mode but I just wanted to share a bit about my upcoming game called The Undead

You wake as this guy called Joel only to discover there's Zombies all around him and the only source of light is a torch.

What do you think!
2013-08-07 01:07:00

Author:
thefutureman
Posts: 44


Well Is it ment to be Horror If it is then Yes! I suppose It will be Scary! PS- I need logic help on my more newer fresher zombie mode! It's gonna be called- Zombiemode- Newer Logic!2013-08-07 02:06:00

Author:
PCStoryMode
Posts: 3


How do you think I can make it scary. There's a bit where some zombies drop down but that's about it2013-08-07 11:41:00

Author:
thefutureman
Posts: 44


Dropping ideas: you have to carry a torch, but sometimes you'll have to drop or switch it off to go through some parts.
Or, the zombies are attracted by the light, but you can hear them groaning in the dark when you are too close of them.
Or, the zombies are following you by your smell, because your sackboy fell in garbage. You have to walk in water to lessen the stench, but is only temporary.
There are a lot of ideas crawling in my head. :eek:
2013-08-07 12:15:00

Author:
Djibees
Posts: 189


And how do u suggest I make your idea. Sounds quite difficult!2013-08-07 13:19:00

Author:
thefutureman
Posts: 44


The smell based idea could easily be done by an impact sensor on the "source" that activated a tag Which causes a start count down timer on the player to activate. While it is active, the player will emit a stream of invisible sticker panels with tags on them that the enemy will follow and they will destruction themselves when the enemy gets too near them so the enemy will reach the next one. This will allow the enemies to chase the player around corners and obstacles also.2013-08-07 16:57:00

Author:
Tynz21
Posts: 544


Okay, I might have overcomplicated it, but here is my logic to do an effective zombie-repellent:


http://i5.lbp.me/img/ft/f251402c4157d6a7b4a1b5c19ae3ad42a6eb1d00.jpg
A zombie in fire! And he has a frying pan! I wonder if it is related...


This zombot has three features:
- the yellow part is "fear of light",
- the blue part is "can't smell wet sackboys",
- the white part is just some grunts and fire. Because having a zombie in fire is just that awesome.

Let's begin by the yellow part: On the right side of this pic, I made a torchlight, which is, basically, a spotlight glued to a piece of hologram (the shape of the torch is just aesthetics at this point). The important parts on the chip are in the yellow zone. What's in the purple zone? It's the logic if you want your torch to face the direction you're walking. If you do not intend to use it, scrap it entirely.
On your torchlight, add a microchip that contains: antigrav set to 100%, 50% dampening and 100% buoyancy, and an object tweaker set to grabbable. Also, add a gyro at max force to keep the lamp from rolling when you drag and drop it.
Add a grab detector, and link it to a NOT gate, then to a mover set to speed down -6, so when you drop the lamp, it just falls on the ground. Link the detector to a blue tag, and to the spotlight.
On your zombot: set the default behaviour on "patrol". Add a tag detector of the same color than on the lamp, then link it to a NOT gate then to the default behaviour, so it is always on. Create a new behaviour chip, set it to Flee, and link it to the detector. When you'll grab your torchlight, the blue tag will switch on and make the zombot flee at your approach. Tweak the detection radiuses and the speed your zombot is walking, and you have a zombot that fears light!

BUT THAT'S ONLY THE BEGINNING!

The blue part is to make of your zombot an agressive war beast that will consume your brain. In fire. And eat it roasted.
Add a player sensor to your zombot. Link it to a behaviour chip set to hostile, and he will chase you whenever he detects you. You could just stop there if you want, but let's make more...
Add a cyan tag detector, with an inverted output. Put the two entries (player sensor and tag detector) in an AND gate. Then, link it to the hostile behaviour. To reset your zombot to patrol when the player is no longer there, link it also to the NOT gate above (the second entry of the OR gate in the picture).
The microchip on the bottom-left corner detects if the sackboy is underwater. The detector is set to 180? and the timer is 10 seconds. So when you swin underwater, the zombot no longer sees you, returns to patrol and - here is the trick - during 10 seconds won't be able to sense you even if you run past him, because the cyan tag will still be on, and it's one of the condition needed to not attack you.

About the purple zone...
If you feel brave, you can add this part of logic. It allows you to flip the direction your torchlight is facing.
Add a controlinator, set so he receives the orders of the nearest player. Link the right stick (the left/right entry) to an AND gate. Put the grab detector in the other input.
Link the output of the ANDgate in a divider, then a 2-entries selector, and each entry to a gyro, one facing up, the other facing down, so the lamp will just flip on itself when you grab it and play with the right stick.

Hope some of you will find happiness in this post! Sorry it's that long, but I'm kind of perfectionist.
2013-08-07 18:50:00

Author:
Djibees
Posts: 189


No worries that it's long. I'll put these ideas to test. Have you checked out my idea for my next game: Kill zone Shadow Fall

Many thanks!

EDIT:

Current games in devepment
The Undead- A zombie game with occasional Scares and use of a Torchl as your light. Available: Augest 2013

Kill zone Shadow Fall Lots of shooting and Good backgrounds. Availability: September 2013

MGSV:The Phantom Pain-Split across lots of different levels. Stealth, Shooting and Vechiles. Help
needed as it's going to be a big project! Available: Fall 2013/Early 2014
2013-08-07 22:34:00

Author:
thefutureman
Posts: 44


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