Rebirth

Rebirth is a game about survival. The world is in shambles, shattered to the core due to a mix of mysterious events. The air is barely breathable, society has crumbled, governments have been toppled. What will you do, when your way of life no longer exists? Will you survive?

Features

  • Persistent world
  • Living, breathing eco-system
  • Survival based Gameplay
  • Horror elements and immersive atmosphere
  • Third Person ranged and melee combat
  • Rebuild society and craft your own buildings and items
  • Meaningful death
  • RPG elements
  • Stylish action and gun play
  • Social game play dynamics: Your most dangerous enemy may be humanity itself. Will other players help you, or hunt you?
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Procedural Terrain Generation Procedural Terrain Generation Procedural Terrain Generation
Blog RSS Feed Report abuse Latest News: Long update - Procedural Terrain generation!

2 comments by Rico21745 on Mar 27th, 2013

So it's been a while. Sorry about that!

I've been super focused on the game and trying to get work done every day after I get home from the day job. Little by little, the game is really starting to take shape.

There are some rather large systems I've been working on in the last few months, which really are hard to show to people since some of them are tweaks, others are complete re-writes (woe is me, I always have to fight temptation to re-work stuff when I feel something isn't up to snuff). Things I've been working on like the camera system, horror... stuff, a lot of internal tools to allow the team to produce content so that we can start getting cranking on some more sorely needed content for the game.

Here's a short list of the things I've been working on, cutting away the other less meaningful stuff to external folks:

  • Procedural Building generation - Some large improvements here.
  • Procedural Terrain generation - We can now create huge, seamless, procedurally generated terrains at a whim. My goal is to integrate these into the game so that when you start a new game you get a brand new world every time. Currently I'm generating the worlds in our editor, but my goal is to later build it into the game.
  • New Camera - It's still very much a work in progress. This camera works a lot more smoothly, uses physics and has some more advanced capabilities like mouse smoothing, acceleration, post process effects, etc.
  • New enemies - We'll show these guys soon. I'm still working on getting them ingame, I'd rather show them to you in video form :-)
  • New environments - You will see these, coupled with Procedural Building generation 2.0 next update probably. I'm SUPER excited to show you the work of our new artist, Braiden. It's a marked improvement over some of our current indoor environments.
  • A Menu system - For the longest time, we have worked without menus of any kind. What I built is a little rudimentary since I find it hard to motivate myself to work on menus when there's bigger stuff to work on, but this is all part of a push on my part to get a good vertical slice of the game ready this year for a potential alpha. When it's done!
  • New abilities - The ability to throw rocks to distract enemies, for example.
  • New Events system - Allows us to create events using our editor, such as horror scares and such. A key component. It also allows me to randomize the chance of these events... muahahaha!

Today's Juicy update

So I managed to pry myself away from work to show you guys some WIP shots of our procedural terrain generation. These terrains were created 100% procedurally, no artist touched them, it was all automated and created by a series of variables. Notice there are no buildings and such placed, that's the next step!

The key importance here is really two-fold:

  1. It creates endless possibilities by allowing us to create endless amounts of randomized levels and terrain types, thus expanding replayability.
  2. It allows the artists to focus on creating 3d assets for the game. Our resources are few, time is limited, so this will be a huge time saver.

Without further ado, here are the shots. Enjoy!

Procedural Terrain Generation

Procedural Terrain Generation

Procedural Terrain Generation

Procedural Terrain Generation


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Post comment Comments  (40 - 50 of 78)
thedjur
thedjur Sep 26 2012, 6:36am says:

From what I can tell, the game looks awesome. :D You wouldn't happened to have taken some inspiration from the STALKER series would you? I couldn't but have a mini joygasm when i first saw the pictures of this on greenlight (which i did vote for).

+2 votes     reply to comment
Rico21745
Rico21745 Sep 26 2012, 8:10pm replied:

I loved the atmosphere and the STALKER universe, so you betcha.

Thanks for the support. Life is a bit crazy since I'm moving, but I'll try to produce some new media and a new post this week to put up here. I've done a lot, but when you work on things every day, you lose track of progress!

+2 votes     reply to comment
thedjur
thedjur Sep 26 2012, 11:31pm replied:

Are you intending to stick with the over-the-shoulder camera that you have in the preview pictures, or was that more along the you were just spectating from that camera angle?

You mentioned that you "tightened up" the shooting/firing of the weapons... what all did you do exactly (parabolic arc, coriolis effect, wind affectations, etc)?

+2 votes     reply to comment
Rico21745
Rico21745 Sep 27 2012, 12:23am replied:

The TPS camera is something I'm still tweaking. There will definitely be a third person camera, but I'm still moving it around all the time to find the "sweet spot" so to speak. This is something that I'm waiting on a bit right now, since our new character model is almost ready, and he's designed from the ground up for the game, instead of the soldier guy who's just a placeholder at the moment.

The first person camera will be attached to your head, so you get full body awareness. It's one of the perks of designing the game as TPS and then adding FPS view.

Regarding the shooting: The shooting mechanics aren't planned on reaching that level of simulation. Expect basic things like spread, recoil, view shake, range, and such. There may be some other weapons I decide to simulate using physics but that may be a special case scenario (a sniper rifle, for example). I'm not a huge fan of sniper rifles but I'm pretty sure I'll include some sort of sniper rifle later on, but attach some heavy drawbacks to it.

All the shooting and gameplay systems have been built from scratch, so tightening up meant something more along the lines of polishing them to match today's game expectations. There's still some work to be done there but for now they are "ok for alpha" and are something I can shelf in favor of more interesting features, then I can come back to them and refine it some more.

+3 votes     reply to comment
MoeIsInsane
MoeIsInsane Sep 22 2012, 11:55am says:

Hello Rico i want to start off saying that my english grammar may not be so good okay i want to suggest some stuff and hope you will add it. I'm not sure if this is already added okay here my list come

1: switch from third and first person
2: you should find cans of food or some water in houses and warehouses etc
3: i don't want to take stuff from arma 2 dayZ but maybe you could add tents so you could place a tent in the forest.
4: maybe add a lantern or some sort of torch
5: add weapons in houses, schools. Warehouses
6: add zombies in every city some in the forest. So you may not camp and take a break, keep moving.

//Moe

+1 vote     reply to comment
Rico21745
Rico21745 Sep 28 2012, 10:09pm replied:

Hey Moe, I think you'll be happy to hear:

1) Added based on community feedback

2) Food and water will be spawned based on the location, yup.

3) No tents, I'm going with a full blown building system, but its one of the features that will be added last to the alpha.

4) Done. I have a lamp you can atatch to any of your gear slots. It can be turned on or off. It will consume batteries (next on my list after I finish moving this weekend)

5) Weapons will also be scattered throughout the level. They will be somewhat rare, with melee weapons being more common.

6) Zombies will not be the only enemy type. Also, enemies will be around in all kinds of areas of the world, not just cities and such.

+2 votes     reply to comment
MeteorMidnight
MeteorMidnight Sep 18 2012, 12:23pm says:

Heya Rico, this is Meteor from over on Greenlight. Love what I've read so far here too. Again can't say enough, your vision is spot on and you really have something here.

I'm sitting here waiting to be an Alpha-funder haha. :-)

+3 votes     reply to comment
Rico21745
Rico21745 Sep 18 2012, 7:20pm replied:

Hey Meteor!

Thanks for following the game! I promise more info is coming so sit tight!

+2 votes     reply to comment
Rico21745
Rico21745 Sep 14 2012, 7:47pm says:

Thanks for all the folks voting for us at Greenlight! I'll hopefully have some updates to put up soon, I've been busy working on a lot of stuff for the game but I want to make the next post have more media!

+2 votes     reply to comment
Sharpdeath
Sharpdeath Sep 12 2012, 6:35am says:

Looking good; can't wait to test - voted on Green Light as well ^_^

+2 votes     reply to comment
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Rebirth
Platforms
Windows, Mac, Linux
Developer
Dead Man Walking
Engine
Unity
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Release Date
TBD
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Role Playing
Theme
Horror
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