Zombie Survival game - developed by Blackmodule Studio

Hey everyone, my name is Justin Hammond, I’m a developer at Blackmodule Studio and we working on a zombie survival game and I wanted to share a bit about it here, and hopefully build some excitement.

About the game:
The game is a multiplayer survival game set after an apocalyptic virus has ravaged the world. Players must explore and scavenge items to survive.

One of the unique features in the game will be a procedurally generated map, everytime a server is created. We are all about procedural generation here at Blackmodule Studio, so we love to use it. We feel it creates a replay factor that non-procedural game worlds just can’t achieve. Everytime you play, you have a whole new world to explore. The game world will be wide open for your exploration pleasure. This includes fully open buildings to explore! The buildings in the towns and cities will also be procedurally built.

The game will be multiplayer, with servers hosted by independent groups or players, meaning you can host your own server! It will be easy to play with a select group of friends, or you can join a publicly hosted server to play with others.

Survival is a key focus in this game. It’s not just a typical run’n’gun zombie shooter. You will need to scavenge for supplies in order to survive. This likely means teaming up with other survivors to help defend yourself, but it’s your choice of how you try to survive.

Inspiration:
We are big fans of the zombie genre, and like a lot that’s out there. Most of us are enthusiasts of AMC’s The Walking Dead, and we draw some inspiration from the series. Being gamers, we all play lots of games, ranging from Left4Dead to WarZ. I want to point out that, though we draw inspiration from these sources, we are certainly not basing it off of any one of these sources. We also take what we don’t like about how things were done in these shows and games, and ensure we don’t put those things into our game. We’ve also taken some inspiration from games such as Minecraft. We are big fans of the game, and love the procedural generation. This allows an unprecedented replay value, and immersive exploration, everytime you play.

Gameplay:
The game will be a multiplayer game built within Unity. Our intentions are to enable players to host their own servers, so that they have more control over who they play with. This will inherently allow a ‘single-player’ variant by just not inviting anyone else to the server you are hosting.

The primary objectives of the game are exploration and survival. Everytime a server is started up, it will create a random, procedurally generated map. Currently we are playing with map sizes, and we are seeing good results with a 100^2 km map. Everything from the hills, valleys, and mountains, to the forests, rivers, and lakes, all the way to the highways, cities, and buildings will be procedurally generated. The buildings in the game will be fully enterable and furnished. We plan to create many base models for the buildings, and piece them together, procedurally, like legos. This will allow an artistic touch while removing the feeling of a ‘modeled’ city.

Survival will an ongoing battle in the game. Whether you’re surviving zombie attacks, fighting off starvation, or being hunted by other players, you never will be truly safe. In order to do well you’ll need to scavenge items left behind after the apocalypse. Unfortunately the best way to get these items is to search once populated areas. This means confrontation with the local populace turned zombie. Sometimes you may run into other players, this can turn out several different ways. Players may want to team up, but they may also have ulterior motives.

Development:
As we are a small, independent studio, we are currently working on this project on our own time. What this means is that we are going to be doing some crowdfunding to help speed development of the game. We have much more planned for the game if we meet and/or exceed our goals. What I’ve outlined above is only for our initial build of the game. If you’d like to help, then please feel free to check out our crowdfunding campaign.

If you can’t donate, we understand. If you are interested in our project but can’t help out financially, that’s ok. You can still help us out by spreading the word. If you are interested, then there is a good chance you know other people who may also be interested. Spreading the word is just as helpful as donating!

We are very interested in hearing what you all think about the game. Please post here and let us know what you think. Feel free to ask questions to, I’ll try to answer posts in a timely manner, but I won’t be on here all day, everyday. You can also follow the dev vlog we just started, follow us on twitter, or facebook.

Here is a new wallpaper I made for the game. We’ve also decided to call it ‘After Life’.

Here is the latest dev vlog.
Also, here are a few screenshots of some early development in the terrain generation. Enjoy!

Here is a piece of concept art as well:

This is one very ambitious project, and it’ll probably take you years to complete and polish.
Do you guys have any other games released, or is this your first game?

I agree that this is an ambitious project. Fortunately with the Unity development cycle, it will not take years to reach our initial goals. Now to get to a complete and fully polished state, you are very likely correct. We do not have any prior games created with Unity. We have several non-game projects complete, and we do have a released space shooter created in Javascript and using HTML5.

It’s good that you have at least some projects released. It’s important to get through the full development cycle at least once to get the full understanding on potential pitfalls. Wish you good luck and lots of patience :slight_smile:

I couldn’t agree more. I think a big trap for aspiring developers is that they get an amazing idea for some great game, but it’s clearly too advanced, for the beginner.

you might want to show more than empty terrain to raise money for it

Haha, I completely understand. I’m not really expecting us to make much of anything with the project in it’s current stage. I just believe in openness between the development team, and it’s fans. I’m starting this project with that theme of openness. You’ll see regular updates on this thread, our facebook and twitter, as well as dev vlog’s on our YouTube channel. I’m actually reworking our website this week as well, and adding information about this game. Just follow us, and you’ll see the project grow.

Hey guys, just bumping the thread because I wanted to show you all the new piece of concept art I add to the top. Hope you enjoy.

That terrain looks really poor quality. I am a level designer so I could help you creating the terrain you’ve always wanted. PM Me and i’ll do it for free depending on the time scale.

Is that YOUR concept art?

The screenshots of the terrain are merely a proof of concept for the procedural generation. The textures are stock Unity textures. I apologize if anything was misleading, but this is far from a finished product.

It is indeed. I personally did not create it, but our concept artist did. Unfortunately I am only a programmer, not an artist.

In that case, that concept art is awesome, and much more valuable than the empty terrain screenshots(Even thought they are procedually generated, which as a coder I can say is awesome), thus pump more of them out.

Are you just using basic Mathf.PerlinNoise to generate a random heightmap?

We’re glad you like it, I’ll pass the message on to our artist. Unfortunately he’s not full time on this project, as he is working on another game as well. He’s working on another one right now. I haven’t seen it yet, but as soon as he sends it to me I’ll be sure to post it.

We’re also glad you like the procedural generation. I definitely understand it’s fairly bland to a non-programmer, but I figured it was better than nothing. In regards to your question, We wrote our own Perlin class. We originally had used Unity’s version, but as you only pass in the X and Y, we felt it didn’t have the control we wanted. We wanted to be able to specifically adjust things like frequency, amplitude, etc… to refine the type of terrains we have generating. On top of that, it is important that we be able to pass in a seed to get the same terrain.

Although it’s simple, we found that it isn’t as flexible as what we were looking for.

Update:

More work done on terrain generation, relating to trees. Finishing them up, then to add details, such as grass and rocks. Will make another dev vlog this weekend for all to see. Also, we are going to start recruiting. Specifically looking for artists. Details below:

Concept Artist:
Our current concept artist has his hands full with other projects, and can’t commit full time, so we are now looking for another to work on this project with us. Style guide will be provided, but is currently a work in progress.

Campaign Concept Artist Illustrator:
The game will be funded through crowdfunding, so we need high quality artwork to fill our promo video and website, as well as nice illustrations and concepts we can display to fans throughout the campaign. Primary purpose of this role is to create nice, custom graphics for promotional purposes. These graphics will be part of the style guide as well, so you will be a contributor to the game.

As this project is using crowdfunding for initial funding, benefits rely on the success of the campaign goals. Please contact me for more details if interested. Thanks!

justin.35f@gmail.com
Twitter
Facebook
YouTube

Sounds great and I like the concept art. Can’t wait to play!

Update:

Finished up a lot of work with trees. Also finished up lot’s of work with grass, rocks, etc. Mostly just detail items. Also added a quick skybox so the screenshots look a little bit better. Please be sure to check out our dev vlog to see video updates on our progress.

We are still looking for artists. Details below:

Concept Artist:
Our current concept artist has his hands full with other projects, and can’t commit full time, so we are now looking for another to work on this project with us. Style guide will be provided, but is currently a work in progress.

Campaign Concept Artist Illustrator:
The game will be funded through crowdfunding, so we need high quality artwork to fill our promo video and website, as well as nice illustrations and concepts we can display to fans throughout the campaign. Primary purpose of this role is to create nice, custom graphics for promotional purposes. These graphics will be part of the style guide as well, so you will be a contributor to the game.

justin.35f@gmail.com
Twitter
Facebook
YouTube

It is starting to look better with the updated screenshots. Good job so far!

Thanks!

I’d like to point out that those initial screenshots were from literally a day or two of work in Unity. I’m trying to keep the whole project fairly documented so everyone can follow along with the development and watch the progress. I’m currently working on the algorithm to generate the highways, then I’ll work on city street generation. This may end up taking about 2 weeks, rather than one, but we’ll see how well everything falls into place.

I agree. Good luck on the development and hope to see more soon!