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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
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:
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:
Without further ado, here are the shots. Enjoy!
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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).
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!
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)?
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.
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
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.
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. :-)
Hey Meteor!
Thanks for following the game! I promise more info is coming so sit tight!
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!
Looking good; can't wait to test - voted on Green Light as well ^_^