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Zombie Hunter, Inc. News

First house fully modeled and painted.

Just finished texturing one of the houses for the test level and decided to post it here. This is the kind of quality you should expect to see in the game when it's done.

Click the image to enlarge.





























First house fully modeled and painted.

Just finished texturing one of the houses for the test level and decided to post it here. This is the kind of quality you should expect to see in the game when it's done.

Click the image to enlarge.





























A development status update.

As I started working on models I realized that they would be the largest time consumer for the project. I am getting faster over time, but the amount of work required is still colossal. With the way things are going right now, I believe I would not be able to create the test level before summer 2018. The reason for such lengthy delay is in the fact that I want to try everything planned for the game in the test level. Once the test level is ready a huge chunk of work required for the game would be accomplished.

Apart from the models I still have to work on finalizing hunter's functionality. I figured a way to introduce jumping and elevation into the game and that would take some time to both make jumping logic as well as recode the shooting logic to account for elevation properly. The guns and pickable items would also take some time as every object I add takes a lengthy procedure to be properly introduced into the engine.

A huge chunk of time would also be devoted to injecting all the assets I plan on using in the game. It starts with large things like animated destruction presets, ragdoll physics, cloth physics, soft body physics, 3d blood and liquid physics, touch-bending foliage; continues with optimization tools like a system that would allow me to pack hundreds of small objects into one object with a single set of textures to reduce draw calls; and ends with relatively small things like custom post-effects, lit volumetric fog, dynamic flying paper that omits buildings and rooms inside buildings. All these things need to be injected into Unity together and tested for possible bugs both inside the systems themselves as well as bugs that might spring out of the fact that so many independently developed system are forced to work together.

Character clothes need to be remodeled to improve their quality and make sure they take advantage of the cloth physics. Hair needs to be modeled and introduced.

As of right now I have almost finished creating 3d models of buildings for the test level (3 buildings left). Next stop is painting said models, then comes the stage of creating mid-sized models (lamp posts, traffic lights, bust stops, furniture, etc) and so on.

I am sorry for not being able to share any screenshots as everything is in complete disassembly mode right now. I will try to post a screenshot as soon as I can.

Mykhaylo

A development status update.

As I started working on models I realized that they would be the largest time consumer for the project. I am getting faster over time, but the amount of work required is still colossal. With the way things are going right now, I believe I would not be able to create the test level before summer 2018. The reason for such lengthy delay is in the fact that I want to try everything planned for the game in the test level. Once the test level is ready a huge chunk of work required for the game would be accomplished.

Apart from the models I still have to work on finalizing hunter's functionality. I figured a way to introduce jumping and elevation into the game and that would take some time to both make jumping logic as well as recode the shooting logic to account for elevation properly. The guns and pickable items would also take some time as every object I add takes a lengthy procedure to be properly introduced into the engine.

A huge chunk of time would also be devoted to injecting all the assets I plan on using in the game. It starts with large things like animated destruction presets, ragdoll physics, cloth physics, soft body physics, 3d blood and liquid physics, touch-bending foliage; continues with optimization tools like a system that would allow me to pack hundreds of small objects into one object with a single set of textures to reduce draw calls; and ends with relatively small things like custom post-effects, lit volumetric fog, dynamic flying paper that omits buildings and rooms inside buildings. All these things need to be injected into Unity together and tested for possible bugs both inside the systems themselves as well as bugs that might spring out of the fact that so many independently developed system are forced to work together.

Character clothes need to be remodeled to improve their quality and make sure they take advantage of the cloth physics. Hair needs to be modeled and introduced.

As of right now I have almost finished creating 3d models of buildings for the test level (3 buildings left). Next stop is painting said models, then comes the stage of creating mid-sized models (lamp posts, traffic lights, bust stops, furniture, etc) and so on.

I am sorry for not being able to share any screenshots as everything is in complete disassembly mode right now. I will try to post a screenshot as soon as I can.

Mykhaylo

An update arriving in a few months

I am very sorry for being silent for such a long time. I am the kind of person that speaks little but works a lot. As some of you know, I had to let go our entire team and the game is now being developed solely by myself. That does not mean that the development has stopped. I am moving the game to the Unity engine and I have already finished the entire main character's functionality. I've also introduced a cool mechanical change: the ability to rotate the camera, WITHOUT loosing the ability to land precise headshots. Moreover, I am integrating multiplayer right away, which means that the game can be played with friends already. However, there is no place to play at as there is no level yet, and that is precisely what I am doing right now. I need a few more months to set up a level and then you will be able to try it out.

Mykhaylo