3D ZOMBIE SHOOTER (inspired by resident evil 4)

saikyo765

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This game is a work in progress



Escape The Dead


Each chapter Experience the zombie apocalypse through the eyes of different characters in different environments. Your goal is to simply escape the location you are in, alive.


Genre: stealth/horror/shooter/Rpg


Features:

Spoiler




-3d


-dynamic over the shoulder camera perspective(centered behind players back when walking)


-shooting system 
(with dynamic laser sight, adjustable height aiming, headshots, limited regional damage, gun jamming, one in chamber reloading.) 


-stealth system
(enemy hearing and vision. Enemies become suspicous and will search.footsteps can be heard when running and walking close. Gunshots attract off map mobs and alerts nearby enemies. Improvised gun supressors can be made)


-Randomized positive and negative events and randomized map design routes.


-detailed console system 
(know everything thats going on including hero states)


-level up system
 ( rewarded exp for playing well. Unlock and choose new abilities as well as upgrade your stanima and health)



-day and night system
Real time progression


-Stamina system 
(depleats from running and melee. Enemies can knock you down easier)


-Hiding system 
(duck and hide in tall grass, car trunks, behind low cover)


-mob spawning 
(hidden horde spawner depending on player actions)


-scavenging system
 (food, health items, comfort items)


-doors and windows that can be left opened,closed, and entered in real time. (Randomized chances to squeek and attract enemies)


-enemies can break into windows and doors 


-enemies can see you through windows

.



Characters

Spoiler




Sarah Walsh
A young hunter living in the Lexington Forest Town. Was out hunting when the outbreak started.
Age: mid 20s
Weapon of choise: Crossbow and 45 handgun
Special ability: camoflauge (harder for enemies to spot you)


Other chapter characters coming soon.

Screenshots



Spoiler



All screenshots are from an early build graphically. Textures are place holders and maps are test. However the coding is close to completion.















More screenshots, info, and a video will be posted as its updated.
 
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fizzly

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Whaaaat? Is that really in RM? That look totally amazing, reminds me of Resident Evil on PS1! SO COOL!
 

PHAZE7

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This is amazing!!! Kudos to you for pulling a 3D shooter off on RPG Maker.
 

Alastor01

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Unfortunately this project would be close to impossible to finish from the start. I am sure developer understood that and abandoned the project.
RPG Maker MV is in no way optimized for 3D. The closest you can get get would be Dungeon Crawler "fake" 3D. As far as I know you can not actually load 3D models - walls and floor are 2D graphics. His props seem to be 2D as well. Similar to ES Daggerfall. Everything are sprites basically. Only camera viewpoint is 3D.
Even if you could finish it, the performance would be the number one issue.
 

MORINGA

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Unfortunately this project would be close to impossible to finish from the start. I am sure developer understood that and abandoned the project.
RPG Maker MV is in no way optimized for 3D. The closest you can get get would be Dungeon Crawler "fake" 3D. As far as I know you can not actually load 3D models - walls and floor are 2D graphics. His props seem to be 2D as well. Similar to ES Daggerfall. Everything are sprites basically. Only camera viewpoint is 3D.
Even if you could finish it, the performance would be the number one issue.
You mean:
Even if you could finish it, the performance would be the number one issue.
Yeah, I'm working on something much smaller than that and I already have to improve some things here and there (reduce number of polys, etc.).
That said, let me tell you what I learned is possible (though not always viable):
-load 3D models via plugin commands;
-most graphics will be cubes: walls, floor, ceiling, etc. And yes, "fake" 3D;
-parallax #1: background image (like: sky, "underfloor", etc...things we're used to in RMMV)
-parallax #2: textures with a "depth" feeling, like bricks, stones and so;
-ground via height map.


I wonder what the dev used, in case of the said project.
 

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