hmmm… okay, but i still want big, BIG, BIG explosions :point:
I’m making 2d top down zombie shooter too Will post in “development” sections in a few days.
I removed your other post; if you’re going to double post then I might as well just merge the two. Instead of “sorry if I am not supposed to do this” just don’t do it. You should know better.
Cool! What are you using to create the game? Shaders? Any demos?
Ah, I see. So are you using VBOs? Just wondering!
I have a question: Why do you even know what Left 4 Dead is like? L4D being a M rated game and you are 13.
Heh…with 7 year olds on call of duty, 13 year olds on l4d isn’t that bad…
I’m 15 and was only recently allowed to get Skyrim.
@OP: Do you actually mean Vertex Array Objects, or just Vertex Arrays?
Ive been playing L4D for years, prolly since I was 13.
Graphic content can be handled differently by different people, some might get scared or break down and cry but others may not be negitvily effected by it. Furthermore playing games (Graphic games) led me into programming, so I would argue they’ve had a positive effect on me personally.
If your trying to say they’re illegal or somthing (for minors), they’re not. It is illegal for a vendor to sell a M rated game to a minor, but not for a minor to play M rated games.
Whoa, this is really cool I like the demo! Can’t wait for you to add weapons and stuff, maybe I’ll try out your library!
People mess these up so much.
VA: Vertex array, used to store vertex data.
VAO: Vertex array object, used to store vertex buffer states (attribute pointers and stuff).
I’d actually recommend using a path finding algorithm to generate hallways and then creating a simple room generator to specify how big the rooms are, what shape etc… It should be relatively easy!
Guns:
Pistol, Machine Pistol, Shotgun, Automatic rifle, Sniper Rifle, Machine gun, Granade Launcher or something, Laser gun.
My idea of what weapons should be in the game:
- Pistol
- RPG
- Chaingun
- Shotgun
- Super Shotgun
- Grenade Launcher
And you should be able to add different colors to them, for fun.
I feel like the game shouldn’t have too much random generation (It shouldn’t be entirely based off of it). It should have different maps, as well as a level editor in my opinion.
- Jev
Honestly, it depends on what type of game you want to make. Generally, procedurally generated terrain games have more replay ability because they are completely random, giving you different scenarios every game. The downfall is that you’ll need to do more work to prepare your mobs for the different situations they’ll come across.
Premade terrain is nice because you can design the levels down to a t, and then you could even randomly generate objects in to make it look more unique. You can have prebaked collision meshes so you don’t have to worry too much about collision, and users can create maps.
For your game, I’d combine both. Make a room creator, and then customize the rooms with randomly generated walls and other objects.
Ooookay, what exactly was lost, the original horde stuff or the remake stuff?
BACKUP! BACKUP! BACKUP!
I remember my tinkering period when I would have to re-install an OS every couple of days after I did something dumb I remember running Linux off a 8 gig flash drive with only around 4 gigs of hard drive space! Interesting time for me, needless to say
Hope you code fast!