-Working up a player model -Fine tuning the inventory system
FPS-Third Person seamless integration.
Gear, weapons, ammo, tools, and materials.
Vehicles and Player Constructions.
Real Representations of Clients Hometowns and high profile US Cities.
Clients added as zombies into their own hometown zone with their own name.
Fatigue, Blood-loss, and Rest system for a realistic survival experience.
Optional Mission and Story-line system that drives players to experience the whole world.
Center focus on fun game play, user-skill based combat, and Hide and Go seek style stealth system.
Things we will avoid:
No grinding for gear. Zombie X will not drop Item Y based on Z percent chance. Ever.
You are not super, special, or excellent in any way. Unless you work for it, earn it. Just like anything in life.
You don't have excessive HP, Damage resistance, or anything else. A large group of zombies isn't something to wade into. Play smart, or die.
Your Friends can get you killed! Choose wisely.
Monthly Pay Systems. We wont' nickle and dime you to death. Buy the game, play it and all expansions, for life.
No hard feelings here. Simply put, the other person on the project went back to college, and I had too much to learn about programming. I've made a serious effort in the past few months to learn more about unity, and blender but, working solo has lead me to understand why games are created by teams. I made the classic indy mistake of biting off more than I can chew. However I have hooked up with a group of interested people, in the hopes of putting together something more professional.
I know this is late but, some people are still tracking the game so I wanted to give the heads up. Raging Zombies has been laid to rest, for the time being, until I either stumble upon the manpower or am suddenly possessed of great amounts of time.
Thanks for checking us out. Its been a fun ride.
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