
Game
; 340 GAMERS
;
; PRESENTS
;
; "TOM PRIEST IN THE ZOMBIE HOLOCAUST"
;
; www.npsolutions.net/340gamers
;
; *** 2nd Prize Winner of the Game Development competition at UIC (Fall 2005) ***
;
;
; Developers
;
; Niral Shukla Manager/Web Developer/Programmer nshukla@cs.uic.edu
;
; Cristian Velazquez Lead Programmer/AI Developer cvelazqu@cs.uic.edu
;
; Christopher Urso Art Designer/Quality Assurance curso@cs.uic.edu
:
; Paul A. Trzyna Sound Editor/Image Developer ptrzyna@cs.uic.edu
;
;
; "Tom Priest In the Zombie Holocaust" is a fun, fast paced, challenging game. It is set in a
; small village in the country that has fallen victim of a demonic attack. The dead have risen
; and have this town under siege. It is under these circumstances that our hero, Tom Priest, a
; special agent of the vatican has been assigned with the challenging task of bringing peace
; back to this village.
;
; Tom Priest will have to fight his way into this zombie infested village where zombies crawl
; and spawn everywhere to find that they are guardians of a powerful zombie lord that he will
; have to defeat.
;
; The game is strategic. As players progress the game rewards you for killing zombies. ;It does not let ;you sit back because zombies are constantly coming. Being aware of your surroundings
; is a key, since you don't know where the next zombie will spawn next. The game motivates the
; player to engage in combat to win more power. It is by becoming powerful that the zombie lord can be ;defeated...
;
; The game was developed using Blitz3D(www.blitzbasic.com) and Milkshape(www.milkshape3d.com)
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; This game works on a Desktop and Standard Geowall Stereo (www.geowall.org)
;
; Keys:
; 1 = mono
; 2 = stereo
; 3 = reverse stereo
; + = increase stereo separation
; - = decrease sterep separation
;
; Version: 12/02/05
;
;**************************************************************************************
Here are the phases that the models went through
We have created a game where a priest from a secret police of
the Vatican is sent to kill zombies. All he has at his disposal
is a secret new weapon, especially designed to kill zombies:
A bubble gun!
The Farm or village where the game is going to be played
Priest who is our Main Hero : Some model screenshots
Front View:
BackView:
Side View:
Top View:
The house 3D model:
The model for the Graveyard where the zoombies will spawn:
Below are show some of our brain storming ideas.

Art Design Process-- By Chris Urso
To familiarize myself with Milkshape3d, I followed the tutorials in the Milkshape3d tutorial that came with the program. After getting a feel I started to design the simple houses that would make up most of the town. They would be simple boxes with triangles on top to allow for a huge number of them without slowing down the game. I made larger houses for diversity and changed a lot of the textures. For a change in color I added trees and haystacks.
The town was designed to give the player a choice on how to find the zombie lord but not get lost. The purpose of the game was to survive and avoid being surrounded, not solve puzzles. The player could go either left or right, but both ways eventually led to the final graveyard where the zombie lord would be.
The characters went through various stages of development as I gained skill in modeling. For the hero I mostly placed the vertices myself and connected them with faces manually. For the zombies I used pre-made shapes and connected them with the merge tool in Milkshape3d. The zombies are smoother looking while the hero has a more unique shape. Both ways have their benefits.
I am most proud of the zombie lord. It is a giant bug with six legs. I took the legs from the zombies and copied a bunch of times. The modeling was easy after all the experience making zombies, but animation was hard. It was hard to get a nice sequence of leg movement with six legs to coordinate. After six or seven tries I finally came up with a realistic walking animation after watching a show on the National Geographic Channel. To get cool looking animations observe what you can in nature.
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