Guess Who’s Back!
Some old, familiar faces are returning to the town of Grinwood in all their rotting glory! It’s nice to see them all again but keep your distance; you still wouldn’t want to give any of them a hug.
The nice thing about the material setup in UE4 (and UDK) is that it allows me to randomize textures on the models and so I’ve built them in a modular fashion. Textures and parts are able to be switched and swapped out by the Engine each time you play so there will be way more variety. The way it used to be done in the original OoH was that each monster had one set of textures applied to the entire model. Basically, the way it’s done now is that the model is divided into parts such as ‘Head’, ‘Shirt’,‘Pants’,‘Body’etc. and each ‘part’ will have a number of different but corresponding textures which the Engine randomly picks out of the pool and assigns to the model. This concept is applied to a lot of other things in this game as well to ensure a slightly different environment each time it’s played.
Of course, it is still quite a ways away from the final polishing phase but at that time I’ll do a couple more art passes and either cleanup, fix or add more details to all the visuals.
I’ll be adding a few more of our undead friends in the next update so come back soon!
Comments are closed.
Noted! I’ll put these through some more mutilation/distortion passes during my detailing phase! ๐
Shotgun zombies will be a huge, HUGE threat this time. They will patrol and wander as opposed to being stationary ‘turrets’ like in Classic OoH. These things will drop ammunition and being as how I plan to make ammunition scarce, it will be up to you whether or not to take these guys down or to avoid confrontation.
There are a couple of different skill/stats that affect how much your character reacts to certain types of damage/poisons, if it’s resisted/mitigated and how it affects the first-person view so things like crippling player movement have been taken into account! ๐
Monster infighting is something I find important to creating interesting scenarios and tactics for the player so you can count on all creatures (even of the same class/species) kicking each other’s ass. ๐
Good to hear! ๐ tricking zombie cops into shooting each others faces off in the basketball court was too funny. On a more subjective notes i find zombies with varying stances to be more imposing, like a hunchbacked mindless with broaden shoulders leads you to focus on its disfigured face in close quarters than it would be otherwise. Or a hunchbacked sentry would give it more “character” to it. http://t00.deviantart.net/e2xiE49dEbQ2w7vkz8fMTiNCxsA=/300×200/filters:fixed_height%28100,100%29:origin%28%29/pre07/2e72/th/pre/i/f/3/9/dead_rain_part_3.jpg Something I’ve noticed is a lot of your zombies have rather perfectly shaped face anatomy. It’s more unsettling to have faces that are so exaggeratedly disfigured that they don’t even look human anymore, even mindless isn’t “ugly” enough, in my opinion http://static.giantbomb.com/uploads/original/0/6087/581067-929112_20050901_screen002.jpg http://blogimg.ngfiles.com/762000/762700/860021695_untitled-1.jpg.jpg of course it’s easy to go overboard and end up looking comical.
Actually the bottom left of split face from John Carpenter’s The Thing is what i mean by disfigured http://vignette3.wikia.nocookie.net/thething/images/0/04/Split-Face-Thing_-_Profile.png/revision/latest?cb=20150830154351
Nice. I do hope the gun totting zombies will pose much more of a threat than just zapping your health bar. https://www.youtube.com/watch?v=jyyl3KL7HUE something like crippling player movement or knocking off your feet. Also the monster infighting better be in ๐