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uDeadGame Developer Diary by William Griffin
Posted: 16 January 2009 08:57 AM   [ Ignore ]   [ # 16 ]
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That first release was wicked slow, Tobi is shooting to get it running on a 1GHZ eMac.
Getting a steady 30 to 60 fps here using the higher poly models.

With the occasional hickup where AI gets baffled and chews the processor
instead of the meaty people running about.

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Posted: 15 January 2009 09:08 PM   [ Ignore ]   [ # 17 ]
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The description sounds sweet, but it’s way slow on my Mini Intel Duo(GMA 950, 512MB RAM). Could be cause I’m running Cheetah3D and Unity3D at the same time, but I can’t imagine that taking much processing power. :p

Good luck though.

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Posted: 15 January 2009 09:03 PM   [ Ignore ]   [ # 18 ]
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Hmm now what happened to yesterdays post.
Must have been pretty sleepy to have not hit submit post.

So to recap over a week.
New cool level, level style that breaks AI completely.
So we fix AI, that breaks frame rates.
So we fix frame rates, thats good.

We got doors that blow off hinges and windows that shatter to bits.
We got snipers.
We got people that can kick zombies in the face.
We got awesome moments of friendly fire.
What happens in Halo with friendly fire, you shoot a guy 4 or five times
and he’s like “Dude, WTF?!?’
In uDeadGame, friendly fire kills, bang, dead, no questions.

And its funny to me, because there’s this zombie chasing someone,
that person is like “Aaaah Run Away”, then another person running
away turns around and is like “I’ll save you”, BLAM!
Smack, right in the forehead.

And the zombie is like like a wookie that lost a cookie.

Did I mention the deadly +10 snow shovels of undead slaying?
People take down a zombie just when you don’t expect them too.
Poor zombie.

They are still winning almost every level.
Tweeking the difficulty is fun though.
I applied the “gun toting maniac” personality randomly
on one of the levels, and the humans just came at the zombies like army troops.
Dropped in some random free “Rifle” I found on Turbosquid, turned out to
be as tall as the character handling it, pretty funny stuff.

In other important developments Tobi finally added a drop new object at camera global.
I swear it took like ten minutes tops and its been missing from the engine for years!

Then there were improvements to materials combinations especially needed
as AC3D export to WTF turns every gives every ‘object’ a material because AC3D
doesn’t handle multiple materials per object but we do.

Some improvement to poly reduction.

Got the LOD people in there, they don’t look half bad.
Tobi used iModeller to convert higher poly models to super low poly LOD models.
He won that program in uDevGames 2004 I guess.
So what he does is have a script that spins the model around and takes screen grabs.
Those screegrabs are fed to iModeller, like magic a new model is made.
Hmm should image edit some screenshots and get more zombies made.
Certainly need more zombies.

Normal poly reduction created gaps in the model, not fun.
Reminds me there’s a low poly soldier that needs repaired.

What else?
Pushing polygons, plugging scripts, play testing until our eyes bleed.
About the usual.

I’m eager to get another version out for testing.
Certain things certainly need to be done before that.

Level Exiting has to actually do something.

The keyboard controls have to be in synch with the controls options screen.

That dude on the first level has to stop being randomly armed and either
randomly scared out of his mind or really pissed off.

The crowd on level three has to stop rushing the zombies as soon as the level starts.

Oh might as well mentioned somewhere along the line I started browsing
some of the other games being made. Wow, awesome work out there.
I guess, hope, in another month we’ll see a big wave of “test this game”.

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Posted: 10 January 2009 07:53 AM   [ Ignore ]   [ # 19 ]
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Saturday morning already.
Ok what happened this week?
A Star is improved, zombies and people don’t start off on a bad direction.
Combat improved, people kick the crap out of zombies and can bash them with deadly snow shovels.
Doors open and close.
Doors and windows shatter into pieces, yay.
Exit Level markers are placed for the three ready levels.
Zombies eat off people’s right arm.
Zombies will change their goals if receiving a new command from the user.

Had a ton of laughs this week.

Made some purchases from TurboSquid and Exchange3D.
31 cars, a little urban city, and a set of ugly low poly houses.
Most of which I don’t need for the game according to the script.
But will come into play as I design snipers alley.

Really need a half dozen police officer models pronto.
Can’t digest the price on those yet.

As a little side track I batch converted the Mattel Aquarius
custom ASCII character set into individual 3D models and started
a little project of processing emulator screenshots
back into ancient basic POKE statements for future trickery.

Don’t know why my screen reading sucks, have to go back to the start on that.
Here’s a picture of a screenshot converted to binary digits in Terminal.
Its an 8k zombie game hahaha!
AquariusPBMed.png

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Posted: 08 January 2009 12:26 AM   [ Ignore ]   [ # 20 ]
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Recreated level 3 The Gauntlet. Plucked 30,000 polys out of it.
Thought it was mostly my map but it turns out its the 3 or 4 thousand polys per person.
Its tempting to create a ultra low poly polyp creature as the protagonist horde monster,
then I could fill the level with hundreds of them. Hmmm.
iShoggoth? Spider Babies from Mars?
ANTACK 2? hmmmmm

Anyway.
I cut my originating zombie army in half and boosted all the people’s traits and firepower
and still the zombies triumph.

Fixed doors so they close now, they still open funny even though I adjusted their animation.
Lets see..nope that didn’t help.
Ok easily fixed, or not. What the hell?

Found a bug in the animation editor that overwrote my geometry, bugs been there
for probably a year, guess I don’t animate much.

I think I’ll continue on with the level designs. Yep.
I’m in the mood to see some snipers, and the zombies
maybe get defeated for the first time in over a week.
They are unstoppable.

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Posted: 07 January 2009 04:15 AM   [ Ignore ]   [ # 21 ]
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Fun day. Tested out an “arcade” mode, it was hilarious.

Put the doors in place for level 2 and 3 which I just made.
Level three is working at fifteen zombies and fifteen humans at start.

Frame rate is pretty low, big map too, much bigger then I planned
but zombies are just too damn good at eating people.

Takes about an hour to fit together the basics of a big level,
so it shouldn’t be too bad to scale back. And maybe I’ll
wake up one dusk and be full of good ideas on how
I can implement a really smart and fast level editor,
without it becoming a hack job.

Yeah…

Today I remembered that double clicking makes zombies rush,
it can be pretty fun to watch the zombies raid a room.

Not sure if the R key for rush is needed, but it seems to me
too much clicking and not knowing for sure what the click will
do is a bit weird.

Need to get the door banging noises in there, I can get eight zombies
trashing doors in a swift run through, and they do it with silent grace.

Which is a problem with the disconnected camera right now,
I’m able to target humans miles ahead of the zombies.

Still need to figure out that UI.

A few more hours til daybreak…

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Posted: 05 January 2009 10:33 PM   [ Ignore ]   [ # 22 ]
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Ok diary day two.
Tobi is back in school, my daughter is back in school and being difficult about it.

Everyone’s sleep schedule is out of wack.
So time for a todo list:

People are not rising from the dead, needs fixing.

A single undead needs to be able to cancel commands and
do something different. Currently the first victim can
run away for most of the level and the zombie can’t
be told to do something else.

I’ve added a bunch of instructional/plot texts to the first level, now to make triggers for them.
The first living needs to be immobilized and I need give his gun to someone more appropriate.

I’m pretty sure the zombie rank system is not set up.

So zombie command rank system should go:

Click = walk: zombies WALK not RUN by order of their speed
Clicking moves through the zombie order down through the list.

Rush: zombies with CanRush property set to true, best speed first, regardless of health

Each rush looks for the next fastest zombie down the list who has CanRush set to true.
Zombies have to eat to have CanRush set to true.

Fall: zombies with least speed + health first
Each Fall command moves up through the bottom of the list until all zombies have fallen.
Fallen zombies are removed from the interactive rank list until another zombie is destroyed or food walks by.

Should the player lose all their zombies, a fallen zombie, destroyed zombie, or “dead” victim should
get up and continue the game from that spot, at least a few times.

Now having discussed the ranks.
There’s the issue of GUI.
I really don’t want a GUI but there has to be some way of knowing who can do what and when.
I’m thinking of having the usual FPS ‘gun’ be zombie hands, and the zombie hands would
be some kind of signal to the player what the current zombie in the ranks can do or is going to do.
So what would that look like?
Assume one hand…its floating out in front of the camera Frankenstein like…
There’s the first victim, it contorts into a grabbing claw.
Player clicks, and the zombie lurches forward and eats the guy.
Now we have another zombie to command.
We see a hotel door, the hand goes all grabby.
Player clicks and the finger points to the door.
The zombie does what zombies do to doors.
The player does a Rush attack and …..how do we know either zombie can rush?

Ok so if CanRush you have two hands.
But you might be flipping through zombies clicking and tapping keys pretty
quick so that would look weird.

Ok if CanRush you have FEET! …hmmm.

Rushable zombies have some kind of gas floating off them?
Blood on their mouth?
Glowing eyes…ooooh.

I’ll just copy Left4Dead and give them all, Ponchos!
Ha! Thats awesome.

When I was thinking of a name for the company “galoshes” came to mind
maybe that will come back into play.
Rushable zombies wear bright white running shoes, with those little blinking red LEDs on soles.

This is going to take some more coffee, and doing do list stuff before I’m sure.

And there is still to design the Poncho Co. logo.

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Posted: 04 January 2009 08:48 PM   [ Ignore ]   [ # 23 ]
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Deary Diary,
I met a girl today. She was a little weird, attractive, but she jumped up and ate everyone happened to walk by.
For some reason this made her incredibly popular, before I knew it there was a crowd of a dozen or more people
who followed her around and some of them got into this crazy eat thy neighbor religion.

About twelve days ago Tobi finished classes for the term and suggested we enter the contest.
Six days ago I wrote a script for the game as a kick off design doc.

I’ll share that script here in multiple posts.

uDeadGame Design Doc Part 1

SCREEN Black
iGame3D presents

Fade from black to  white 
continue to light gray with snow across titles.
Camera descends slowly and angles  to see a road .
We are a snowflakela la la.
Credits appear on screen.

"Alisa Griffin"
"Amy Griffin"

"Models by Tom Drin"
"The Musician"

Music  Fade in from rear:
Bob Dylan-ish something about livin to eat eating to live hungry for you.
Car zips past the camera down the road to darkness.

Stacticsome music, static.
Fade to first person perspective zooming down the roadsnow flying in our face.
Music is loudersome good rockin metal.
"Tobias Opfermann"
"William Griffin"

Static Static.
"Winter storm warning for the entire region.
Belowing freezing temperatures and destructive winds.
There has even been reports of lighting and tornados coming in from some regions.
 We are warning people to get to and remain in shelters until the worste of the storm has passed"
Static
in
Static

Out of the darknesson the roadis an accidenta man is lighting a road flare.
Thats how we find out.
The red glow lights up the side of his jack knifed truck "Poncho Co."
Its too late!
CRASH!

Black slime erupts into the camera
Music
Wicked drawn out guitar chord 

uDeadGame
cont…

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Posted: 04 January 2009 08:47 PM   [ Ignore ]   [ # 24 ]
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uDeadGame Design Doc Part 2

Fade/fill to black.
Fade to white.

Title  Screen:
Fade to Gray,
Camera is floating above the wreck,
There's black slime everywhere.

We hear moans.

The snow has stopped.

There'
s fire and smoke in the dark.

There are people lying around the wreck and ooze.
Some alive.

This runs in the background of the options screen.
Randomly it will start snowing for a random time.
Occasionally we hear "help","please help",
Less occasionallylike every minute it will say deep and sincere "so hungry".
Randomly the radio will static and some music will play.
A weather report discussing blizzard conditions and road closings.


Title Options screen should include:
Rise (ie play)
Gore Control (less bloodblack oozeno headshots)
A/V Options
"Shadows: "
"Particle effects: "
"High quality models: "
"Sound effects: "
"Music: "
"Gamma"
--global light control
Quit


Controls
:
ZOMBIES SHOULD NOT RUSH ATTACK UNLESS GIVEN A COMMAND TO.
Mouse Click Commands zombies.
    Default:
    
Number keys how many zombies will movefall, or rush with each action.
    If 
you have 9 zombies and use all their rush at oncewithout success you are pretty much sitting ducks.
    
    For 
movement.
    
W A S D
    
    Mouse send zombies forward in slow motion
.
    
Each click will go through the zombie ranks and send 1 to 9 zombies forward.
    
    
Lets not make a target necessaryany click anywhere will send zombies
    in that direction
.
    
    
This way we can command them to retreat before they get   blown to bits.
    Or 
go stand around loitering some section while look in another direction.
    
    
Clicking on doors or obstacles will cause zombies to attack it.
    
A zombie attacking an obstacle will be stunned after it breaks.
    Use 
two or more zombies to guarantee you can eat whats in the package.
    
    
Click on a human will  set him as a target for the zombies.
    
The zombie will not rush unless told toRush is to be used with skill!
    
    
FALL (everytime its clicked the last  zombie in the rank list plays dead,
            
they will get up and follow and devour anything alive that
            walks past     them
They have a random but brief re-awake time.)
            
            
FALLEN Zombies go to the bottom of the rank list,
            
            
They will not move to commands unless zombies above them are
             destroyed
, or a human has woken them up and they ate it.
            
            
FALLEN zombies can be used to safeguard a few of your horde
            before say walking into a sniper attack
.
            
            
FALLEN zombies can be a defense against shooters as they
            also drop from targeting
.
            
                
        
SPECIALSoldier zombies that FALL down  will pull a grenade
          instead of getting up to eat
, use wisely.
        
This will be useuful against SWAT later on.
        
Shooting homicide victims to make sure they are dead is not
        part of their protocol
...to their disadvantage.
            
                        
    
RUSHeach time this is pressed a zombie will race forward
        
and attack the first thing it finds or its specificied target.
        
        
Zombies can Rush for half as many units as they have health.
        If 
it reaches its max units without eating it loses its
        target 
and has     to go back into zombie speed until it eats again.
         
It also goes to bottom rank as soon as rush begins.
        
        
A Rush works better against a doorbut at a cost.
        If 
the door breaks on the rush attackthe zombie goes down
        
for a third of as many seconds as it has health.
        If 
the door does not break on a rush attackthe zombies takes one
        tenth of its health in damage
.
        
A rush attack against a door does one quarter of a zombies health
        in damage to the door

continued…

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Posted: 04 January 2009 08:46 PM   [ Ignore ]   [ # 25 ]
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uDeadGame Design Doc Part 3

-----------------------------------------------------------------        
Level OneRisen
Camera goes upright
.
We look very sluggishly around to see two people
in the  immediate wreckage
they are covered
in the black slime 
and eating it?!?!
From our left we hear "help, oh god you're alive, please help me!"

Instructional"Click on the living to interact with them."

Clickthe two slime covered people rush forward and attack.
The zombie count that was three increases to four.

Now we are four zombiesin the snowwith nowhere to go
but back up the road from whence we came
.

A short distance down the road there is a car stuck off road.
"Hey man if you can get me out of this ditch I'll give you a lift out of the cold"
Munch!

A bit further there is the "Living Inn"Mostly vacant.
A few guests leave their rooms or open their doors just in time to die.


A little farther there is a dead end blocked by a fenceto the left is "Poncho Co."
The front of the building is sealed but a door by the loading bay is open awaiting
that truck we crashed into
.


Fade To White Play wicked drawn out guitar chord 

——————————————————————————
Title Level Two: Out of the cold.

We've entered a Hallway, at then end and right is an office.
Voice over as we approach from behind a man on cell phone (bvh!)
"He said he'
d be here an hour agoI know how important this shipment isbut I can't exactly 
go looking for him in a blizzard, what the hell, you pay me just enough to keep  my mouth shut and take the risks I already take. 
When he gets here he gets here."

"Huh? Bob is that you? I just got my aaaaaggh!"
Phone guy gets eaten.


There is a glass office door. It needs to be smashed.
Clicking on the door will set the strongest zombie against it.
This door will take one attack, the zombie smashes right through
with a flying leap attack, lays down  until the rest of the
zombies move forward. Perhaps we could put them in ranks
that way, if they go down they go to the bottom of the rank list?

We are in a hallway, there are exits east and west.
West leads past some smaller loading bay type doors, and around a corner.

East leads to a larger office in  the South wall.
East:
An office room with desks.

Voice over: "Yeah it looks like a bunch of us are going to have to sleep here.
There'
s a hotel down the roadbut I don't even think we could make it that far. 
Steve left an hour ago, I hope he made it home ok, you know how he drives.
Ha! Yeah, that bastard would come back from the dead, just to make us work for him. Crazy thing is, 
I think I'
d rise from my grave and do it too."

Munch! Jimbo dies. And rises.

Door to west leads to an office supplies room.
It takes ten good hits to open the door and the zombie or
zombies doing it will be stunned when it finally crashes down.

Banging on this door will alert the three people inside.
One will arm himself with a broom, killing one of our zombies
heroically before dieing.

The other two will be easy prey.

Another glass door south in the office  leads to a hallway.
South2:
Hallway leads to closed doors, too strong to break.
At the end of the hallway  cleaning man Fernando pushes a mop, with his back to us. Munch.
Back to the North, then West, continuing West past the loading docks.
(the door we entered is closed after killing Gary.)

The Hallway turns south, then splits east and west twice before ending
at another glass door(one that will knock a few zombies down before it breaks).

During our shuffle south, we will stumble across Phil and Henry, two security guards  that are checking the doors in the hallway area.

One we will  see  us from a distance outright, the other will appear (as if from nowhere! but from one of the rooms behind us) and start blasting zombies. 
He will hide behind unbreakable doors, reload and sneak out to menace us if he's not stopped. 
He can get to the other rooms behind the doors through a back cooridoor that connects them.

Phil is a good shot, we lose a few of our horde to his pistol before we are done.

After Phil joins the crew we can  take down the glass door (we are sitting ducks trying to do that if we don't take down Phil and Henry, 
and they will follow us, picking off the back zombies if we aren't paying attention).

The glass door leads to a lobby area, which leads back outdoors across a courtyard with a high wall around it. Its not snowing, 
but everything is white.
There are lights in the courtyard, and lights in the room with the glass door.
Just as we reach the doors the lights will flicker and go out.

Only if we have Phil and/or Henry the door slides open thanks to their RFID Security Badges.

As we enter the near pitch black room, the emergency lights will kick on.
They will be red, it will be dark.
And everyone in the cafeteria will scream after we get our first munch
and they'll crowd around three exit doors.
One of which won't open because of snow and ice.
The second door will lead across a snowed in parking lot to another building.
The third door will lead to offices and labs.

The cafeteria is critical. There are ten people.
If anyone escapes and reaches their escape destination, they will call for help.

SWAT TEAM HELP!
A swat team will arrive on the next level if someone has escaped,
They will come from behind, their  first volley of attack will take
down some of our horde with head shots before we can turn around and munch.

It should happen totally by surprise, even in an ambush situation, ie a big room with a victim in the middle 
for us to be attracted to while they hide in the recessess. 
Or against a large door we have to pound and are stuck at for a while.


First Hero:
One will try to play hero with his glock, he has an extra mag.
He can kick away zombies and not get hurt until he's out of ammo.
He'll shoot any zombie that attacks him, and any zombie thats feeding.
His shots will act as a strobe effect in the reddened room.
A third of his shots will kill a zombie outright,
another third  will knock them down, all his melee attacks will knock them down.

When he is defeated he will become top rank, and have the most health, so whatever the top health of the current zombies is, he gets five more.

AFTER THE CAFETERIA.
We can go through one of two doors, one leading to the other buildings south. 

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Posted: 04 January 2009 08:40 PM   [ Ignore ]   [ # 26 ]
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uDeadGame Design Doc Part 4

Level ThreeThe Gauntlet.
SWAT will be alerted in this level if
it wasn't in the last, therefore showing up in the next level.
IF SWAT has been alerted, chances of surviving this level should be slim.

Super dark hallway, with a security door at the end.
Its assumed that we have plenty of RFID to open the door now.
Fade to black and load the level.

VO:"Shhhh I think its them."
Sound Effects, doors shutting.

Fade in to a long hallway, a very long hallway.
At the end is another security door, which we see only because
of the lone security light shining on it.

All the doors will be locked.
Pounding on them will take at least ten beatings to break.
This will occupy a few zombies.

If there is someone alive inside they will scream only half the time.
If there are two people inside, one will have a weapon.
One in four people has a gun.

When we reach halfway down the hallway the
Security office doors at the end fly open.
Four Security Guys are at the ready.
"Fire at will boys!"
Kapow Kapow Kapow
The security officers are totalling our newly acquired zombie horde.
They have 24 shots each, they have to reload every twelve.
They will shut the doors if a rush tried but is not successful.
Pounding these doors will  take at least two zombies ten hits each.
There are two doors and they both have to be beaten.

Just before the door goes down voicer:
 "Get the hell out of here, Sheila and I will hold them off"
The pounders will be punished for their vandalism by Sheila the Shotgun.
Chuck has eight shots, and then he'
ll try to club as many zombies as he can.

When Chuck dies.
VO from behind"They got chuck, they got chuck!"
Screaming.
"Oh my god! what the hell are they!?!"
"Run away."
"Not without a fight!" 
Kapow kapow kapow.

Any remaining people from the rooms in the hallway are now out.
Anyone with guns opens fire.
Anyone with melee weapons waits at a door to attack zombies.
Anyone without a weapon runs back through the direction we came in from.
Anyone who runs out of ammo dodges into a room to reload,
leaving the melee person for defense.

Melee weapon people will wait until a zombie is right on them  and strike,
killing in half attacksotherwise a knockdown.

If 
anyone is hit by friendly fire, or is attacked and takes damage they
will run away
to die behind enemy lines and rise in seven seconds.
However they will act as FALLEN dead and wait for a victim or other ranking zombies to die.

After the gauntlet.
We can pound the door the other three Security Officers escaped through.
It will lead to a basement tunnel that reaches back around to the other
building in level four
.

Or 
go back out through the Cafeteria

continues…

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Posted: 04 January 2009 08:36 PM   [ Ignore ]   [ # 27 ]
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uDeadGame Design Doc Part 5

---------------------------------------------------------------------------
LEVEL FOURTunnels
A Long tunnel that winds down long tunnels
.
The three remaining security guards are in the tunnels
They will unload from a distance 
(with less accuracy),
and 
then retreat down the tunnels toward the basement
of the other building
.
Leaving the next guy to sit in wait around the next corner and long tunnel.

He'll have as much ammo as it takes for us to get halfway close to him, and then run.

They should be a tough fight.
Zombies should be failing rush attacks by
now but will gain some ground that way.

It should be dark, only the flash of the gun should light the hallway
except for exit signs glowing red at the end of each hallway to orient us.

LEVEL FOUR EXITS INTO an OPEN ELEVATOR BELOW LEVEL SEVEN
The electricty will come back on and we skip Level Sevens Lobby.
Losing a few zombies to the basement...or perhaps reserving them?

LEVEL FIVE: Cafeteria.
Return through dark tunnel and fade from black.
 We are greeted by a hail of bullets by the three remaining security guards.
They are spread out around the cafeteria.
They will open fire, and run out the doors if we get too close.
Again only a succesful rush should get anyone of them.

The Cafeteria leads to other levels and is a Save point.

If we go back through the levels we started from its a fight against increasing waves of SWAT, 
we can make it as far as the loading dock, but at that door there'
s a flame thrower and we all get cookedgame over.


If 
we go back out the Second opened exit from the Cafeteria:

---------------------------------------------------------------------------
LEVEL SIXSNIPER'S WALK
There is a snowed in parking lot outside a wide exit with one open door.
Its snowing, its a whiteout, a building is dimly lit across the landscape.
Some victims running to it the distance, scream.

Naturally we follow.


IF ANYONE ESCAPED THE CAFETERIA:
A third of the way across the parking lot.
THUCK THUCK THUCK THUCK THUCK THUCK, helicopter noises come from
in front of us and behind us. Looking up we only see snow.

There is only one way to go as the snow has been plowed into walls
leading to the other buidling.

Halfway across the frozen waste.
Kapow, Kapow, Kapow!
Flashes from above
Head shots!
The  snipers have arrived.

One shot every second.
Every first two shots are a knock downs.
Every third shot is a head shot.
There is no way to find the snipers...
Wandering around looking for them is certain death.

Rush for the next building!
But this will use up all your rush until you feed again, theoretically.
If you even survive the snipers. 

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Posted: 04 January 2009 08:34 PM   [ Ignore ]
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uDeadGame Design Doc Part 6
———————————————————————————————————-

LEVEL SEVEN:  Poncho CoBuilding Two Ground Floor.
The Glass windows leading into the office stop us for while.
Snipers will be tagging our zombies.

If 
nobody escaped the Cafeteria this is the first we'll see of the Snipers.
Same rules as above for killing us off, except, if we are down
to half the zombies we started with, a bullet will shatter the
glass windows we are pounding on and the shooting will stop.

Otherwise have windows shatter after say forty strikes total.

We get out of the cold into a dark lobby leading to a security desk,
leading to a row of elevators, where one door is stuck open in the darkness.
The stairwell fire door will take 100 strikes to break, It will be reveal
a stairwell in the dark.
Tink Tink Tink
Boom Grenades!
The stairwell is oblviteration, don'
t go there.
But there's only one way to know that. ;-)

Entering the Elevator, the elecricity comes back on.

Muzak Plays.
The doors are closing.
Ratta tat tat
Whatever zombies are left out in the hall are
annihilated by invading swat forces.
Zombies groan and moan and screech.

-----------------------------------------------------------------------
LEVEL EIGHT: Poncho Co. Building Two Ground Floor.
The Elevators open to Second floor.
There are hallways, there are rooms and offices.
There are people in offices who thought themselvs safe on the second floor.
There are windows.

Soldiers and special agents just keep coming,
until you either die, or eat your way
all the way back to the beginning of the game, down the road,
where the army is waiting for you with flame throwers
and machine guns.

-----------------------------------------------------------------------
LEVEL NINE: DEATH SCENARIO
Fade slowly to black from last scene where you died.
ZZZZIP
"Thats the last bag I had in the truck."
"I'
ll go out and see if there are anymore"
"
Well I'm not waiting in here"
"Dude, They,  aint getting up."
Click-Clack a door closes


Fade from black to last death scene with body bags lying around.
The last unbagged body gets up.
Play Guitar Rift

Fade to white...play Opening Sequence 

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