Zombies have invaded Badger Head Games! My game for July is complete! (As complete as a one month game can be, right?) It’s not perfect, but it has zombies and a semblance of a plot! Basically, you try to escape the zombies by contacting a rescue helicopter. You start with your bare hands, but can find a baseball bat and a pistol to fight off the zombie hordes. There are also helpful first aid kits!
Zombies use sight lines to see you, so you sneak around them. They react to noise so guns aren’t always super smart. (Or helicopters…)
Disclaimer: There is a little bit of cartoonish / blocky violence so get permission from parents before you play… (gun noises and puffs of blood here and there are about it oh and whacking zombies on the head)
Click here to play the web version – (I suspect this might not work the best on the web…)
Save as to get PC *.zip file
Save as to get Mac *.zip file
(above are updated with bug fix 7/31 at 8:24PM EST)
Problems- My house model went a little wonky when I combined the meshes so they are a little messed up-you might see some glitching there. Also I have working doors but ran out of time to put them all back in. I also wanted more weapons, crawling zombies, path finding…, different building models, more items, survival components, a longer game… Also, the game can be super easy or super impossible depending on how you play I guess. So in the next version…
Ok so here it is, I’ve been posting video of this work in progress so now you can play it! Here is the link to Space Wars Net.
It’s not perfect – missiles don’t really work in multiplayer because of targeting. I have to rewrite the way I handle missiles to get that to work. They work fine against AI enemies tho.
The controls have changed a little – F or Right Mouse for Missiles. Space or Left Mouse for lasers. Mouse Look to steer. Q-E to strafe.
Update: On further testing – I think I made the multiplayer cooperative… can’t seem to hurt the other player due to the collision detection. Didn’t want players to blow themselves up with their own missiles. I will fix this in the next update. Perhaps I need to add a teams dialogue to the log in screen.
Due to popular demand – I’ve added a Continue option on the start screen. Now you can try all 3 levels.
Truly beating the game means playing straight all the way through, but now if you want, you can pick up where you left off. A final real version would probably make the levels ‘unlockable’ but I am not ready to sit down and code that just yet. PC/Mac Versions will reflect this change shortly.
Oh and if you experience a glitch where you keep moving forward (cough, hobowithbacon, cough), I added a ‘stop’ button – X. Press X to stop – hopefully that works? Might have other uses for people without the glitch, not sure.
I am working on a survival game based on the terrain editor for Unity 3D. The idea is to have a big island to explore while collecting things to help survival. I will probably add some mystery elements to the island – treasure hunting, ancient cultures, caves to give the player more to strive for. I want to base the game on obtaining water, food, shelter and fire. Activities will include building fires and shelters, collecting water in improvised containers, crafting tools–like flint knives, spears, axes, bow drills, ropes, and rafts and containers like baskets, pottery and packs. This current demo is in the early stages, not much game play here, but I spent some time making the island somewhat life-like. It has day and night working pretty well. Here is a link to the Island survival game.
Quick EDIT: I noticed my helper text is all messed up. The beginning of the game basically says – click to pick things up or use them. Use WASD, Space and the Mouse to move. Press T to light a torch when it gets dark. You must collect three sticks for the fire. Once you do, just click the fire ring and the fire will be built.
List of todos:
- more items to collect – stick types, shells, rocks
- crafting tools – breaking rocks
- health, energy, food, water bars for tracking player
- sleeping (being able to speed up/pass time… oh boy)
- player status – cold, hot, wet, starving, dehydrated, sick, tired, injured
- animal life – wild boars, rats, fish, sharks, secret night predator creature
- shelter building
- cooking / boiling on fire
- weather – rain storms
- swimming and currents and sharks to make running around in the ocean harder to do
- custom plant life – leaf and fruit collecting
- expand the island
- a river filled with hippos and boulders to jump across
- caves, ruins, other islands to get to
Hi there! I am messing around with Unity 3D since a compiled game on the desktop might be about a billion times faster. I am getting worried that my programming abilities in WebGL have hit a snag with the need to write custom shaders to make all the ships draw and move without crippling the frame rate. And so I am looking at Unity.
I will start posting some of the tutorials and things I have been working with since its not super easy to hunt down everything needed to make a good space game apparently. I’ve also been working with Blender on 3D models of ships. Screenshots coming.
Here is a screen shot of the Island I made. Its real simple, nothing special – I just used Unity’s terrain features and played around. There is a path you can take to get pretty close to the top of the crag. Also it seems you can just run up the face… not sure why that is possible. Still learning!! Click here to play around with it in the Unity Web player.