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Zombie Master  |  Zombie Master  |  Source code discussion  |  Topic: Ajunk's view on the future of ZM production « previous next »
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Author Topic: Ajunk's view on the future of ZM production  (Read 96268 times)
shutup9100
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Fuck you, I'm going to space.


« Reply #20 on: March 02, 2009, 09:26:07 pm »

For me, it's more the problem for how long Valve/Steam will provide support or updates for the Episode 1/Original engine.
You do realize that they still release the occasional update for the GoldSrc/half-life 1 engine right?
« Last Edit: March 02, 2009, 11:38:19 pm by shutup9100 »

Killroy
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« Reply #21 on: March 02, 2009, 09:50:24 pm »

Alternatively, we can always get Steamworksed.

Ahem.

Eternal Silence and INsurgeny are Ep1 engine. Dystopia may be, but still- LET'S GET STEAMWORKSED. We shuld elect a representative to talk to Valve (not Rukus) and get AL or tGB to give us the code. If we get a community, we can get some coders; I think it's a good idea. Course, we may need the former coder to write the Seamworks coding, but meh.

I clicked on that link, but quickly closed the tab before it loaded upon realizing that the file name was whalecock.jpg.
Ajunk
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ಠ_ಠ


« Reply #22 on: March 02, 2009, 11:11:13 pm »

I'm confused as to why certian people here think I am implying we use the original code at all. Completely wrong. I'm saying we start from scratch, using nothing except the name and the idea.

I also said that making this build, while still difficut, will not be as time consuming as the original because all working and failed ideas have already worked themselves out, and all methods to get to the working ideas have already been made.

As for coders, we have an ample team. Really more than three coders and the game gets sloppy, keeping the core team small is idea. /dev/null is good at coding, as is Tanner and that other guy (the black one), all of who would probably be for helping out. Contacting these people with an offical proposition should only be done once we have the information of all the people we contact.

With that in mind, I feel our community would work best in a pot model. The core team of coders and any other specialists builds the base, and then members from the community make stuff and willingly donate to the pot with the expense of ownership and the benefit of pride and exposure. However before we can do that, we must have ample content to start. With includes a minimum of one default map and working number properly modeled/skinned/animated/sound'd weapons, etc. Nobody wants to donate to a mod that looks like HL2.

So on that note, does anyone know anyone or is someone with skill that can help make default content? We're looking for maps, models, and sounds. Sounds, through my experience of mods, are very important to the appeal of a mod. The more you can replace, the less HL2 it sounds, the better it is. I say this because we have tons of mappers and modelers, but no sound guys. If I knew how I'd totally help (perhaps I should learn...).


And before I forget, I definately think the team of ZM2 should include the current testers from this mod who can help by brainstorming ideas based on their experience with ZM.

You're all the most fucking heartless people
me
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The dumbest name of them all


« Reply #23 on: March 02, 2009, 11:15:01 pm »

as is Tanner and that other guy (the black one)

Pestoolio?

I think if Sulkdodds and Marphy got into a fight the whole forum would explode.
I bung your mum.
Ajunk
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« Reply #24 on: March 02, 2009, 11:15:28 pm »

Pest is black?

You're all the most fucking heartless people
me
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« Reply #25 on: March 02, 2009, 11:16:50 pm »

If we're talking about the guy I think we are, yes.

The suicide revolver?

I think if Sulkdodds and Marphy got into a fight the whole forum would explode.
I bung your mum.
worbat
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« Reply #26 on: March 02, 2009, 11:25:23 pm »

Touquen.

I have tried to talk to him on steam he doesn't reply I shall try again.


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rason
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« Reply #27 on: March 03, 2009, 12:07:57 am »

cool i'm black
Milo
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« Reply #28 on: March 03, 2009, 12:09:03 am »

Cool.
me
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« Reply #29 on: March 03, 2009, 12:22:52 am »

Touqen, that's right.

I think if Sulkdodds and Marphy got into a fight the whole forum would explode.
I bung your mum.
Ajunk
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ಠ_ಠ


« Reply #30 on: March 03, 2009, 12:36:56 am »

Touqen was who I had in mind, but since he's gone /dev/null and tanner are still fine.

You're all the most fucking heartless people
eeny
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+1


« Reply #31 on: March 03, 2009, 01:29:43 am »

Touqen was who I had in mind, but since he's gone /dev/null and tanner are still fine.
I'm assuming that Tanner is still pursuing his own endevours as far as Athena is concerned, but its been a long time since I was involved with any of that, are you sure he would help?

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JossiRossi
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« Reply #32 on: March 03, 2009, 01:30:44 am »

What would be the ultimate goals of ZM2. What major features should be added/expanded on? We would be fufilling 2 gameplays. One is the RTS of the master and the survival horror of the Survivors. If you want to have a challenge I'd almost go for a game that's actually scary to play.

Part of fear in a game is not being totally sure what's going to happen next, have a ZM is PERFECT for that. More so than a L4D director. Over time we learn how the director works, but a human, they can pull any kind of shit out of their handbags.

What would be the major goals of this next edition. There's many things in ZM that make it truly great and fun, so how can we make those things better?

And equally important, I can do sound design work.

Mr. Valvetime
me
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« Reply #33 on: March 03, 2009, 01:37:27 am »

I can test and talk about how awesome my blue bar is.

I think if Sulkdodds and Marphy got into a fight the whole forum would explode.
I bung your mum.
Sarge
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« Reply #34 on: March 03, 2009, 01:39:26 am »

I can make simplistic C++ programs? These threads always make me feel worthless.

What Jossi says sounds great. But Coop games are always hard to make scary.

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« Reply #35 on: March 03, 2009, 01:42:22 am »

I would be willing to help test, and possibly do anything else you might think I would be suitable for.
Which isn't much, but I can help.

Also, Jossi is a wise, wise man.

And part of a scary game is the willingness of the players to make it so.
ZM could be frightening if people didn't constantly talk and make jokes, though I find that is part of the fun.

I'm sure we could think of a way to make it scarier if we put some time into it.

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UnInvincible
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« Reply #36 on: March 03, 2009, 01:56:45 am »

I think some things coding-wise that we could make sure gets done is the improvised weapon thing that allows for different models and settings depending on the map. Also, if we really wanted to make it scarier and more team-driven I think we should get the flashlight weapon to work and make it so survivors didn't have flashlights by default.

my game keeps crashing as it loads, (i have all the expansion packs including the apartment life) and i am hearing that it might possibly be a custom content problem? how do i remove custom content?
me
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« Reply #37 on: March 03, 2009, 03:39:25 am »

It's impossible to make anything multiplayer be scary.

I think if Sulkdodds and Marphy got into a fight the whole forum would explode.
I bung your mum.
JossiRossi
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Now touching you ever so slightly less.


« Reply #38 on: March 03, 2009, 03:44:02 am »

Impossible, or just never been done before? Could at least try.

Mr. Valvetime
Rotinaj
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the brave


« Reply #39 on: March 03, 2009, 03:48:30 am »

Not really without changing several important gameplay factors. The only way I see it happening is if the max players is decreased, voice chat changed to radius based, and map objectives requiring a collaborative effort while separating when appropriate. Unless cheap shock value is used, but I'd rather the game not be frightening at all than that.

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Zombie Master  |  Zombie Master  |  Source code discussion  |  Topic: Ajunk's view on the future of ZM production « previous next »
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