More updates…

Posted in GUI, Items, Zombox on September 23rd, 2011 by Tyson Ibele

Lots of Zombox progress this week.

Here’s a video showing it.

  • Implemented the inventory windows into the game. Got icon dragging, active slots, etc and everything working. Note: in the video the weapons that the character uses are being dragged into the inventory from the “object” panel. The “object” panel right now is temporary, but in the final game this will be where objects and items from characters and places you search around town will show up.
  • Implemented the weapon system (animation, scripting, etc). The character’s animation/pose now adapts to the weapon type and each weapon and item has unique properties.
  • Weapons that swipe or slash as their attack leave a subtle motion-blur trail behind them
  • The on screen controls were redesigned after much deliberation, after getting feedback from many people that the old controls were too bulky.
  • The map now includes lakes and rivers

Inventory…

Posted in GUI, Items, Zombox on September 17th, 2011 by Tyson Ibele

Been working on the inventory system for Zombox.

Here’s how the raw inventory window looks.

Here are the inventory icons for all the weapons and some of the items in Zombox.

The inventory window will have expandable sockets based on the player’s XP level, and that space to the left will show how the player looks with whatever items are equipped.

Weapons and items…

Posted in Items, Zombox on September 10th, 2011 by Tyson Ibele

I’ve put a lot of work into the weapon/item system. I want Zombox to feature hundreds of items that can be found all throughout the environment, each with its own unique stats and/or purpose. I’ve already created the assets for about 75 collectible item types, along with 20 craftable weapon types (yes, Zombox will feature a crafting system). There are also going to be 8 levels of wear-and-tear that each item may exist in…from damaged/broken to clean/new, with a whole bunch of other states in between, as well as a special “super” state that will essentially be the most rare type.

So…100 weapons/items x 8 states = 800 scavengable items…and that’s not yet including armor, clothing, food, etc.

Here is an image showing most of the item assets that I’ve modelled so far. This is just a list of 128×128 renders of the 3d models, which are ready to be loaded into the game engine.