Devolution - Zombie survival-horror co-op (prototype testing)

Devolution

Current status: First public prototype

In it’s current form you control your character as in a standard FPS game.
In this prototype you are generally encouraged to just play around, shooting zombies (preferably with friends).
There is an objective implemented however, picking up a suitcase located in the researchy room in the underlevel and bringing it to the starting location.

Meet the makers: We two are lads working on this game as a part of our thesis on co-op games. The non-writing part of the team has been in charge of assets, audio and leveldesign.
I have done the scripting and most of the Unity work. Also I’ve worked on getting placeholder models and animating them.

What we have done so far: First we had to learn Unity and scripting for it, especially the network part :slight_smile: We have worked out a working FPS game with multiplayer and spawning enemies. Looking back at it I wonder what all the time was spent on, but I’ve realized things do take time…

What we have left: Lots. Prototype testing with users such as you fine folk for one. Proper models and animations are going to be added in the somewhat near future (January). Also more enemies, gamemodes (survival and objective), weapons and character classes will be added according to plan. This should all be done by June when we are done with the thesis and so should the related projects be.

Please do test our game and give us some feedback on it. We are well aware that there are still a lot of things outside the visual side of things that need to be adressed, but please try it and tell us what you think nonetheless.
Working on the smaller, non-gamebreaking bugs and issues are going to take priority in the coming months (as we’ve had our hands full just making the game not crash or bug beyond playable till now).

Game:
http://www.hatefueled.net/games/devolution/devolution.html

How to play:
WASD - Movement
F - Flashlight
E - Use button (elevator, suitcase)
Objects are pushed by walking at them

For our progress so far we have not been unaided:
The creator of the A* pathfinding we use, well known sturestone here on the unity forums (What a stud!).
Also big thanks to M2H for their networking tutorial and occlusion culling (as we do not have Pro).

stefano0001 for the free S.W.A.T/marine model created by him, found on turbosquid.
Also thanks to the creator of the free zombie, wherever I found it.

And last but not least, thanks to the various users here on the forums that have helped me with all sorts of questions I had!

It was pretty fun, but you are entering a pretty competitive game genre (even though this is for school) so you are going to have to get pretty detailed. The floor looked odd (like dirt or something). I ran out of bullets and had a pretty good hit percentage. I think the flashlight needs a little more work, not such a hard transition between light and dark, maybe. Good work!

http://forum.unity3d.com/threads/66832-Free-FPS-Starter-Scripts!!

You can use my fps system system. it has everything from player scripts, gun scrips, menu, ai, and etc…simple solutions to get the project to a level you can focus on the fine details. Give it a try, as the scripts can be used also individually

Thanks for the test!
There are ammo boxes scattered throughout the level (spawning), but we really haven’t included any descriptions so there is no way for the players to know.

We’ve meant to replace the textures, so now is a good time as any when receiving critism for them :slight_smile:
And yes, we’re certainly entering a game genre which has been polished to sparkly blindness. I kinda regret chosing this path… Ohwell.

@l4mishotiz
I’ll take a look at your scripts, haven’t seen them before! (I’m dreading how much work it could have saved me)

Nice work so far, Udyr.

I’m working on a multiplayer game with AI as well, and was just curious, how are you handling the AI zombies? Are you Network.Instantiating them, or instantiating them with RPC’s?

Who controls the AI’s movement, the server, or the client who “spawns” it?

Are you scoping the AI at all (eg. only spawning certain zombies for certain players depending on how close they are)?