MMOFPS with survival elements in current day world. Zones will be constructed as real representations of the client's home towns as well as high profile American locations like NYC and Washington DC. Cooperative and PVP environs where players strive to survive. Lightweight and browser based for ease of cross platform play, and large player exposure.

Update time! Core concepts have been revisited this week as designing the inventory system has become more of a hot-button for the crew than before. Some decisions were made, some changes decided upon. Most of all its been over a week since a update so here you go!

Posted by sgmongo on Apr 7th, 2012

Images was taken from Kswptim.wordpress.com and isn't my property, but seemed like a nice image for what i'm trying to explain. I hope they don't mind ^.^

Update time!

Core concepts have been revisited this week as designing the inventory system has become more of a hot-button for the crew than before. Some decisions were made, some changes decided upon. Most of all its been over a week since a update so here you go!

Gathering multiple resources has been decided unnecessary. A new barricade system is being planned out. Instead a quest-driven/money based system will be implemented for crafting new things. This simplification was proposed because chopping wood, and dragging scrap-metal didn't sound like fun. Instead a retrieval system will be implemented utilizing paid NPC services, and Personal Vehicular Extraction will be ironed out by next week.

For those of you wondering how inventory will work I'll give you this:

Primary, secondary weapons locked in for the mission utilizing slots.
Special slot for barracade / tech.
Once a weapon runs out of ammo you will be automatically switch to hand fighting while that slot is selected. We were thinking about adding a 'pistol whip' type function to each gun. If the players want it, we'll figure it out during beta.

The rest of the weight will be decided by a pack. This will hold Ammo, Food, and First Aid kits.

Cash will be held by a floating number.

If you own multiple guns, vehicles or gear, you'll be allowed to edit your 'load out' at base before hitting the road. We aren't sure if there will be the option to pickup and replace the weapon you are holding with one you might find. As each item a character creates will be special, custom, and require a specific ammunition type, dropping your custom weapon for something on the ground because you didn't have enough ammo for the mission represents an interesting quandary. We'll have to wait on this question for now but, because its such an easily integrated function I'd rather have player input before making a decision. Feel free to msg us on this one!

You will be able to buy things outright, or in the case of building a vehicle, you might be able to purchase a frame, run a mission to find the engine/tires, and build the whole thing at the shop when you're finished compiling the items on the quest list. Each build will drop a quest into your quest-list so you can track you're build's progress. A dropped build will probably refund a certain amount of cash to a player, to represent selling the items to the junkyard.

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Raging Zombies
Platforms
Windows, Web
Developed By
sgmongo
Engine
Unity
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Release Date
TBD
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