Started on this a little while ago and never got far. However, I don't think I'll revisit it so I'll just dump it here. Like I said, didn't get far at all, but right now it features:
> Custom movement that uses WASD+mouse controls.
> Baddies(zombies) in large amounts that function on very simple script at their current AI. They simply limp towards the player, and don't look for them. However it would have been easy to implement more advanced looking and such... but the limping movement was what I initially had in mind and focused on. By the by, they all limp at different speeds and pauses, so each one moves uniquely(and randomly). They only face one directly, because I'm no gani maker and I had more important things to focus on(I just needed one direction to limp to see what it looked like with the movement).
> Cheap-ass lighting system.
> Custom 'projectiles'. In fact, they're not projectiles at all, but instantaneous detections of enemies and calculating damage. The projectiles themselves are 'animated' via polygons that appear for only an instant at the path of the shot, to give the impression that a bullet had passed. Older versions did not have the ability to rotate images, so if 360 shooting was to be done, they had to be done with polygons to look decent.
> Three gun types: Pistol, automatic and shotgun. Each can be customized to create different variations(spread, damage, etc). They also have crit rates that cause random shots to do extra damage. However, they currently don't have any ammo/clips, and thus reloading.
> HUD tailored to the movement and gun system. It has crosshairs that reflect the distance you are aiming in relation to the spread of the gun. Trying to aim further away from your player with a shotgun, for example, will cause the aiming reticule to become larger, showing you the amount of area the bullet may end up.
Like I said, this was far from done(and in GS1!). I intended to release it as a minigame of sorts where you just go around a small city killing zombies for points, but I just ended up getting bored with it... so now it seems less than spectacular of a post. However, maybe someone can get some ideas and such from it. It's very disorganized as it was in early design phase, so there's no HUD for changing weapons or such, no damage or anything really useful to make out of the current state.
Just unzip it to your Graal folder, and possibly delete FILENAMECACHE.txt, then run the shortcut in the folder. |