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Found 61 results

  1. MY ai zombie is not staying at terrain. It is keep flying in air. See the screenshot You'll understand. I even tried adding Rigidbody. But that also not working. I've added following things to my Ai 3 scripts. Rigidbody and Character Controller to collide with things etc. Any help is appreciated here.
  2. Hallo i have a problem with the zombie ai when it gets to me it rotating like on the Image down below and here is the script so all can see that (It is the Brackeys AI) //IMPORTANT NOTE! THIS SCRIPT WAS MADE IN VIDEO NUMBER 21! CHECK OUT THE EARLIER VERSION (NOT V2) IF YOU HAVEN'T REACHED THAT VIDEO. var Distance; var Target : Transform; var lookAtDistance = 25.0; var chaseRange = 15.0; var attackRange = 1.5; var moveSpeed = 5.0; var Damping = 6.0; var attackRepeatTime = 1; var TheDammage = 40; private var attackTime : float; var controller : CharacterController; var gravity : float = 20.0; private var MoveDirection : Vector3 = Vector3.zero; function Start () { attackTime = Time.time; } function Update () { Distance = Vector3.Distance(Target.position, transform.position); if (Distance < lookAtDistance) { lookAt(); } if (Distance > lookAtDistance) { //renderer.material.color = Color.green; } if (Distance < attackRange) { attack(); } else if (Distance < chaseRange) { chase (); } } function lookAt () { var rotation = Quaternion.LookRotation(Target.position - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping); } function chase () { moveDirection = transform.forward; moveDirection *= moveSpeed; moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } function attack () { if (Time.time > attackTime) { Target.SendMessage("ApplyDammage", TheDammage); Debug.Log("The Enemy Has Attacked"); attackTime = Time.time + attackRepeatTime; } } function ApplyDammage () { chaseRange += 30; moveSpeed += 2; lookAtDistance += 40; }
  3. hello these script and of a project that face gave up of doing to the years the name of the game was zombie block ai the problem in the project and that the zombies does not walk and neither attacks the player to these and the 2 scripts of the zombie I do not understand much of scripts and these scripts and very advanced I hope you understand my english is not good I used google translator to send this message - Brasil project link to better understand what I'm talking about sc_zumbi.js sc_zumbionlinecontroller.js
  4. Hello guys, i just started uploading tutorials on how to make you're own Mulitplayer FPS co-op zombie game! So if you're interested in making something like that be sure to check it out. I think the series will be awesome and hope you like the videos! Have a nice one, Max. First tutorial, introduction :
  5. Hi everyone, my name is Oren - I have a YouTube channel where I post tutorials/devlogs and general game development videos, it will be great if you could check the latest tutorial I published a few days ago - Thanks for reading, Oren
  6. Here is a pretty simple ZombieAi Script i made to make use of Unitys NavMesh It should be pretty easy to set up ( your player should have be tagged as: "Player" and you might also want to change the line where damage is delt to fit ur project)
  7. Hello there dear developers!, I have a simple video showcasing some gameplay of a concept that i've been thinking about, feedback is always appreciated! Thanks in advance, Kind Regards: Hamad Almannai.
  8. Hey guys, I made a little update of my FPS Project. I'll use this thread for the next updates as well. I hope you like it! Recently I'm also working on other projects, so check my channel, if you're interested;) Update: -Updated map -New weapons -New killstreaks (Helciopter, etc.) ...
  9. So i am new to unity and i found this FPS-Kit to be really usefull. Sadly i runned into a strange bug that i got rid of but i do not know why. I added some Zombies into the Kit. Then i added Colliders to all bullets to make the Zombies die when get hit. My ZombieScript: ------------------------------------------------------------------------------------------------------- var target: Transform; var health:float = 90; var navComponent: UnityEngine.AI.NavMeshAgent; var anim: Animator; var followDistance: float; // the distance in which to follow the player var minDistance: float; var attackDistance: float; var deadd: int = 0; private var healthScript: HealthScript; function Start() { target = GameObject.FindWithTag("Player").transform; navComponent = this.transform.GetComponent(UnityEngine.AI.NavMeshAgent); anim = GetComponent("Animator"); anim.SetBool("Attack", false); } function Update() { if (deadd == 0){ if (target) { var distanceToTarget = Vector3.Distance(transform.position, target.transform.position); if (distanceToTarget <= followDistance) { if (distanceToTarget <= attackDistance) { anim.SetBool("Attack", true); } else { anim.SetBool("Attack", false); } if (distanceToTarget >= minDistance) { anim.SetBool("Stay", false); navComponent.Resume(); navComponent.SetDestination(target.position); anim.SetFloat("speed", 1); }else { navComponent.Stop(); } } else { anim.SetBool("Stay", true); navComponent.Stop(); } } } } function OnTriggerEnter (col: Collider) { if (col.gameObject.tag == "Projectile") { deadd = 69; navComponent.Stop(); yield WaitForSeconds(0.1); anim.SetBool("Die", true); yield WaitForSeconds(1.12); Destroy(gameObject); } if (col.gameObject.tag == "Player") { healthScript = gameObject.Find("Player").GetComponent(HealthScript); healthScript.Die(); } } -------------------------------------------------------------------------------------------------------- Working fine like 90% of the time. But sometimes after i hit a Zombie the game "Pauses" and i get the following error: MissingReferenceException: The object of type 'SphereCollider' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. ZombieBH+$OnTriggerEnter$69+$.MoveNext () (at Assets/ZombieBH.js:74) UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17) After that i can hit the Pause Button and the game goes on. I only testet this on my m4. I don't use the other weapons in the game atm beside the rpg. Not sure if that happens on rpg too, could not reproduce it as fast as on the m4. I added a "Sphere Collider" on my particle_body as as far as i know this is the part that hits the zombie first. I did not modyfiy the Destroy After Script. But i added colliders to a lot of things to test what exactly kills my zombie. Perhaps i forgot to remove a collider from one object but i could not find anything else with a collider beside particle_untagged. --- I removed the collider from the particle_untagged and as for now the bug stopped to appear. Was the Collider at particle_untagged the reason for my bug? And why? I didn't noticed that when i fire a weapon a particle_untagged appears in my Hierarchy. So i thought this does not have an impact? I'd love to know if this was the reason for my Bug, and if i can improve my Zombie Script. Sorry for my really bad englisch, i am from Germany. Anyway, thank you
  10. Hi ,as i wrote in a prevoius topic I'm learning and experimenting with great oma fps kit 1.5 c# version now i'm trying to add a form of simple AI and I'm trying to add classic zombie ai form fpskit 1.3.5 i copied all (scripts asset nanimations ect_) and all works fine except fot the fact that when my player die and there are more zombies on the scene my test game got an error MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.Transform.get_position () (at C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineTransformBindings.gen.cs:26) AI.Update () (at Assets/MyEnemies/Zombie/AI.cs:47) realted to my zombie AI.cs due to the fact that zombie try to check the distance to the player but the "player" in not in scene this is the script using UnityEngine; using System.Collections; public class AI : MonoBehaviour { public Transform target; //the enemy's target public float moveSpeed = 3; //move speed public float rotationSpeed = 3; //speed of turning public float attackRange = 3; // distance within which to attack public float chaseRange = 10; // distance within which to start chasing public float giveUpRange = 20; // distance beyond which AI gives up public float attackRepeatTime = 1.5f; // delay between attacks when within range public GameObject anim; public float maximumHitPoints = 5.0f; public float hitPoints = 5.0f; public AudioClip attack; private bool chasing = false; private float attackTime; public bool checkRay = false; public string idleAnim = "idle"; public string walkAnim = "walk"; public string attackAnim = "attack"; public int dontComeCloserRange = 4; private Transform myTransform; //current transform data of this enemy void Awake() { myTransform = transform; //cache transform data for easy access/preformance anim.GetComponent<Animation>().wrapMode = WrapMode.Loop; anim.GetComponent<Animation>()[attackAnim].wrapMode = WrapMode.Once; anim.GetComponent<Animation>()[attackAnim].layer = 2; anim.GetComponent<Animation>().Stop(); } void Start() { target = GameObject.FindWithTag("Player").transform; } void Update() { // check distance to target every frame: float distance = (target.position - myTransform.position).magnitude; if (distance < dontComeCloserRange) { moveSpeed = 0; anim.GetComponent<Animation>()[idleAnim].speed = .4f; anim.GetComponent<Animation>().CrossFade(idleAnim); } else { moveSpeed = Random.Range(4, 6); anim.GetComponent<Animation>().CrossFade(walkAnim); } if (chasing) { //move towards the player myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime; //rotate to look at the player myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime); transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0); // give up, if too far away from target: if (distance > giveUpRange) { chasing = false; } // attack, if close enough, and if time is OK: if (distance < attackRange && Time.time > attackTime) { anim.GetComponent<Animation>()[attackAnim].speed = 2.0f; anim.GetComponent<Animation>().CrossFade(attackAnim); target.SendMessage("PlayerDamage", maximumHitPoints); attackTime = Time.time + attackRepeatTime; GetComponent<AudioSource>().PlayOneShot(attack, 1.0f / GetComponent<AudioSource>().volume); } } else { // not currently chasing. anim.GetComponent<Animation>()[idleAnim].speed = .4f; anim.GetComponent<Animation>().CrossFade(idleAnim); // start chasing if target comes close enough if (distance < chaseRange) { chasing = true; } } } void OnDrawGizmosSelected() { Gizmos.color = Color.yellow; Gizmos.DrawWireSphere(transform.position, attackRange); Gizmos.color = Color.red; Gizmos.DrawWireSphere(transform.position, chaseRange); } } can please someone try to help me to fix this error?' many thanks in advance
  11. Hey ArmedUnity community, so i finally decided to give a try at looking team members from this community since i lack a few 3d modelers to progress the game more further content side. Website: Go to website Steam: Go to steam page Facebook page: Go to facebook page IndieDB: Go to indie db NB! I mostly update updates,news/blog posts on facebook and website, to keep up with most of the news, either follow facebook page or casually check the website. Game's biggest components are ready and the game is currently in a playable state, but lacks content. I'v been trying to add more content and provide more unique actions to the game to keep the sweet post-apocalyptic zombie survival feeling that lacks from most of the zombie survival games. Website is not yet fully finished, as statistics and user activity on members panel is not yet integrated and some user experience fixes, but it is usable. I started this project just for fun and i'm not trying to get rich or have any absurd dreams that i will get millions or whatever from this game. The reason why i continued this project is that i have seen people who want to play this game and who are seriously interested in this game and since i miss or haven't got the good zombie survival experience i wanted from games like DayZ or h1z1 or WarZ or from other similar games. I was really hoping that h1z1 would be the game it was shown from the trailer from the start, a good zombie survival experience but as i'v seen it has grown more into a gamemodes type game, which this game is not. I'm going for the all natural free feel sandbox type of game with some roleplaying elements in it. I'm not mocking any of the mentioned titles above, they're great games, but just not what i wanted to feel or a game that i would play for a long time straight. Now for the juicy part, what members are we looking and what i can provide for them. Looking for members: * 2x 3D Artist/Modeler for props (items, interior objects or clothes, any of these would be fine) * 1x 3D Artist/Modeler for humanoid modeling (Mostly editing,modeling or optimizing the player character) * Any - If you think this project feels good to you and you really want to help out, we would recruit basically anyone with a useful skill and experience. Payment: For 3d Artist who want to join the team or just freelance for me, i have two payments options. I can pay via bank transfer or if you are really intrigued and want to join the team, i can provide the same method of payment or part of the revenue, so the choice is all up to you. Since i am willing to pay money for the work done for my game, i expect a confidentiality and rights for all the props,items, models made for my game and only my game that are paid for. So before any 3d artist looking for joining the team or just work for me make sure you're up to giving away your work only for this game, since all the payments come with a confidentiality contract. I am also recruiting people who just want to get experience and wish to do free work, but its's just an option to those who lack the professional experience. NB! More info and ideas/features in the development right now are not featured on the website or on this post, for more unique features or questions, send me a direct message on this forum or facebook page. What is The Revelations? The Revelations is a upcoming survival roleplaying game in an post-apocalyptic environment, that puts you in extreme conditions. Like any other survival games we have certain player needs like hunger, hydration, sleep deprivation, body temperature. While mainting and keeping up with the player needs you may need to defend yourself from several horrible mutated monsters around the world, lurking around in dark corners or waking you up while you're sleeping tightly at night. What can you do? In The Revelations you can just roleplay with your friends, team up and play co-op with them by building your base and fighting to survive as many days you can. You can be a wild hunt, play solo and survive solo, have no mercy on your enemies and take your life by one day at a time. You can go around the cities, towns, industrial areas to find and scavenge several items and later on combine or even upgrade them together to make a more powerful weapon, consumable or wearable item. We have also added several melee weapons and several guns, to have the best survival experience you need, but just watch out and be smart about your resources, since bullets are really rare to find, as are guns. Crafting and skills Player can also craft several items when having required ingredients, parts. Player must scavenge necessary ingredients or parts to craft specific items, such as campfire blockades or parts for building your own base. When crafting or doing different actions, like farming and gathering food you get experiences in that specific skill and gain levels when reaching the experience capacity set for that level. Reaching a new skill level will give you advantages to building or combining new items and new receipes, that will help you survive longer and more efficiently. Currently the skills that most certainly be included in the alpha version are cooking, crafting, medicine, strength, accuracy, fishing, stealth. Thanks! - Hardstop
  12. Hello everyone! Wave Survival Multiplayer is for whoever wants to kickstart their project as fast as possible, but without poor quality gameplay or lack of features. Spend less time on the burdensome technical requirements of making your game and dive into the fun stuff, let me take care of the boring parts for you! With Wave Survival Multiplayer you get the complete package: from zombies that will try to eat you and your friends brains to a nicely custom designed multiplayer lobby. Stop worrying about the hard part about making games, and jump straight to implementing your ideas. Let creativity be your only barrier! Price for the package: only $11.99 Feel like taking a better look at it? Check it out at Sellfy: https://sellfy.com/p/F2VH/ Thanks!
  13. Hey everyone, I'm Troy from BuzzBlazeGames! Project Artemis is an island survival game with a zombie fps twist. I'm back with update 9! Here is a link to my original post topic if you'd like a refresher! Original Post. Since update 8 I've added a AI self defense, Save Script, Improved AI Navigation, and more! Take a look and I encourage any and all feedback. Subscribe to my channel if you like the videos: youtube.com/channel/UCCPk0lwNPZgyeH8pa9qmAmQ Follow me for info/updates/screenshots of my progress between video updates: twitter.com/buzzblazegames Project Artemis Update #9 https://youtu.be/g50jUtkMmEA
  14. Hey everyone, I'm Troy from BuzzBlazeGames! Project Artemis is an island survival game with a zombie fps twist. I recently posted here for update 7 and now I'm back with update 8! Here is a link to my original post topic if you'd like a refresher! Original Post. Since update 7 I've added over 60 total character models of humans and zombies, new menus, cut scene, and more new features! Take a look and I encourage any and all feedback. Subscribe to my channel if you like the videos: youtube.com/channel/UCCPk0lwNPZgyeH8pa9qmAmQ Follow me for info/updates/screenshots of my progress between video updates: twitter.com/buzzblazegames Project Artemis Update #8
  15. Hi everyone! I have been on this forum for some time now, trying to help some people out with coding here and there which i like to do! and i will continue to do that ofcourse and besides that i have been working on a project myself aswell. It is called: The Days After. The days after is about the time after the apocalyps, you start out as a lone survivor searching for a community. Once you have found a community you have to search for supplies and rescue other survivors that are in danger or simply seeking a community aswell. Once the community is too big for its current location you will have to relocate the community to a more suitable area, There are many location to choose from all with their own pros and cons. Every survivor has their own set of skills that can be usefull within the community whether it be medical or mechanical skills. Each community location has facilities that can be build and upgraded, from watch towers to farming facilities. The world is full of zombies from slow and weak to armoured soldiers hunting them down is a good way to gather ammunition and weapons, there are alot of different weapons to fight with wether it is melee or ranged. We want to develop this game with the help of the community, meaning that we will take all suggestions and feedback in consideration. We want to decrease the distance between the developers and the community so that the game when its done has features and gameplay people wanted! I hope we can get all of your support for our project and keep the feedback coming we appreciate every single one of them! Facebook Twitter IndieDB Here are some screenshots: Thank you for reading.
  16. I am a newbie to AI and in need of help. I have basic C# and JAVA Knowledge and I Know Unity pretty well. The question is, Should I use any AI kit?,(I've Tried Shooter AI) but cant seem to get likable results. Is There any better Kit or Any better solution. As my game is survival-Horror I want some Good Zombie AI.
  17. WARNING! This topic is here to help new developers with the idea for their new upcoming games!
  18. Hey there, so i'm getting ready to add multiplayer to my game and am finally going to ask a question that has been confusing me for a while... How exactly does Photon work? I know, I know, this is one of the stupidest questions you've probably heard on this forum but I'm still confused; I know that photon is to help add multiplayer to your game but how does it work? Does it set up the multiplayer for me? Do I need to set up the servers themselves? I know I could just watch the tutorials but i'd figure I'd just ask the question so I could get a quick answer. So what exactly does it do? When I add it is the multiplayer all ready? I'm just confused on how i'll be setting it up. Thanks.
  19. Hello people! If you don't already know, I'm in progress with a Zombie game. In this topic my goal is to pick up as many team members as possible, - but advanced ones! Because this is going to be a hard working time, because the deadlines might be short and the complexity we are working with might be hard. ________________________________________________________________________________________________________________________ Title: Z.O.E (Zombie Overtake Earth) Genre: Adventure, Horror, Science Fiction Description: You are in a city where it is being taken over by zombies and it is spreading fast. You have to escape before you get infected! Back Story: You play as the male, Zenobios. When Zenobios was 8 his parents were arrested for drug overdose and distribution of drugs. His parents was sentence to 20 years in prison, and Zenobios was adopted sense his grandparents and family members are dead, and his sister Zoe, was only 9 years old and was adopted into the same family too. The parents that adopted Zenobios and Zoe were strict, had very little care for them, and did not treat them respect. The parents treated them like a dictator ship. Whatever they said had no meaning to them and the last thing they would care about would be themselves. Later, when Zenobios and Zoe are older, in their early 20's, they were watching the news and it said "there is a recent outbreak in the University. The Scientists that were working there had got infected and now have some disease that so far is incurable. From what we know the disease is a priority 1 and is spreading quickly! It can spread by animals, insects, and people. We advise you to stay indoors and find safe shelter!”............................. ________________________________________________________________________________________________________________________________________________________________________________________________ Plot for Game: When Zenobios and Zoe are older they both join the army. They both live in the army base and are some of the best solders there. Zenobios and Zoe get called into combat for their first time after training and have to go to the University and clear the whole place out because there was another outbreak in the science lab. Then the story continues with more problems and eventually the disease spreads to Zoe and then the city will be in total lock down and then the zombies start roaming the city and then eventually the end of the game. HOW WILL IT AFFECT THE GAMEPLAY Actually what you have read upside, was the back story and Main Plot. So actually the game first start after the back story video. The second level you are in is the part when you are in the army and get called into go and clear and make sure that the university is safe. After that the main problems and plots will start. * Now I'm out of ideas, but I'm working on it * ABOUT ME Nickname: Action Gaming (Company Name) Real name: Peter Age: 14 Good at: Java Script (Beginner), Ideas, Computer (Windows Preferably), Video Creating, Modeling (Beginner), Photoshop, Most of the Adobe Products, and my best thing is understanding and managing a network and business so almost a IT person. (Going for my certificate for Cisco CCNA Voice.) Location: Canada WHICH SLOTS ARE EMPTY TERRAIN EDITORS (creating the basic elements and the ground for the terrain like small mountains, ground texture etc. In this slot you can improve a bit what you think will look right - you will have a drawn map to look after, but the height and smaller things aren't drawn) - 0 / 2 TERRAIN DESIGNER (brings all the plants, prefabs, assets, houses etc. together) - 0 / 1 RUN MODELLER (smaller things like trees, plants etc.) - 0 / 1 (Won’t need one for now since Unity can make some for you and you can download some good ones off the asset store for free!) MISC MODELERS (models everything smaller, like wooden barrels, crates, keys, smaller inventory stuff etc.) - 0 / 1 MODELERS (models creatures, maps, houses, humans (actually you would not need to do a lot of character modeling because we are going to use Autodesk Character Generator. But you still might need to edit some things on them if we do not like them!) - 1 / 3 PROGRAMMERS (scripts and codes what is needed) - 0 / 2 MUSIC AND SOUND PRODUCER (Need to create a theme, sound effects, and all the music in the game!) - 0 / 1 MAP DRAWER (Needs to be able to draw the terrain for us) 0 / 1 GRAPHICS (one who design a logo, main menu etc.) 1 / 1 - I will make the title and stuff like that. But you guys will need to agree on it! TEXTURER (We will need a texture!) 0 / 2 ANIMATORS (ones who animate all the animations either inside of unity or with another program! So you will be animating the character guns, etc. Not the back story and story videos.) 0 / 2 STORY ANIMATOR (You will have to animate the back story and story inside a program and export it into a video file that Unity is able to play!) 0/2 VOICE ACTORS DO NOT NEED ANY YET BECAUSE WE STILL HAVE TO MAKE THE FULL STORY PLOT! SCREAMS and CRYING DO NOT NEED ANY YET BECAUSE WE STILL HAVE TO MAKE THE FULL STORY PLOT! ________________________________________________________________________________________________________________________ DESCRIPTION FROM ME: Please be fair, and do not let my age determine your choice. ________________________________________________________________________________________________________________________ Thanks for reading all of this! This was pretty long and I hope you join our Team! Thanks and greetings, Peter ________________________________________________________________________________________________________________________
  20. These guys have just started making this new game, not very realistic but still looks like fun, It could be something big if they keep working on it but hell it looks like fun. https://www.youtube.com/watch?v=xCh2EFee0_A Check it out when you can
  21. Hello everyone i just want to say that i am currently working on a zombie survival game everything looks very nice i am currently makng the game with Unity (Latest Version) and Realistic FPS Prefab the only thing that im having problems with is the Inventory System if anyone can help me make an inventory system you will be in the credits for my game thanks. youtube.com/downfallnew subscribe watch the trailer on my youtube channel <iframe width="560" height="315" src="//www.youtube.com/embed/vPhL-OuHa_Q?list=UU1Yn2K9zJ8VRlSAjfhIPtOA" frameborder="0" allowfullscreen></iframe>
  22. This is my first project that i'm actually taking seriously, I've been working on this for about a year. It's gone through LOTS of different designs and etc. but hope you enjoy the small teaser, it really won't show much but I hope you can check it out. >>>>>Click Here For Trailer<<<<<
  23. Hi everyone I'm looking to put together a group of people to build a zombie shooter FPS game. Key points to the game will be: Aimed toward Android & iphone.(models will need to be low poly,with a low draw call environment) Based in a city locations. Basic theme would be to see the zombie epidemic escalate , and then try to escape from the city (start in suburbs, to downtown, business district, through building, industrial area, rail yard, shipping docks) RPG aspects such as open explorable environments & side quests to the main story line. A lot of (fun) mini games as part of the quests (like player gets in a car and drives through zombie hordes, or a sniper head shot contest to be allowed passage to the next area). Player levels up and learns skills & abilities. A comic book\ graphic novel approach to the storytelling. Who am I looking for? Level /environment designer. 3D modelers . Animator. Texture artists. Graphic artist. Story writer. I'm decent at writing C# code, but another coder would be great. Ideally 4 to 8 members all on a part time 3-10 hrs a week schedule. I already have a playable demo, but it's only a start of what could be great with the right people. Plans for the game would be to build the game with around 1/3the actual finished scenes planned and release it as a beta or free version on android. If it then shows promise and has decent downloads, build the remaining levels for a paid version on android and iPhone. If this project gets to this point then all members will share the profits based on work completed and communication throughout the project. So as of right now this would not be a paying gig. Another option to payment would be to trade my code for your project for assets, or a collaboration on two games. Thanks for your time - Josh Fabricatedgames@Gmail.com
  24. Hi there. I need a lot of different looking zombie models and they don't have to be high poly or have a AAA look. I can't pay anything, but i can trade assets and put you in the credits of my game if it's released. 10 or more zombies would be appreciated, they don't have to be rigged but that would be awesome please Contact me by my G-Mail: stevakoboy@gmail.com, my Twitter:@StevakoBoy . or just post in the comments. Cheers!
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