Admirable work DarkED. Big respect to you.
Forgive me for not yet trying it though; what with all of your feverish tweaks, I suspect it will be a much more polished game in a week or two!
Hah, thanks. And it's all good, but you can expect development to slow down a little as features become more and more complicated to implement (which they certainly will.) There are simply a lot of things I want to add that I don't know if I'll be able to tackle on my own. Hell, I'm still trying to fix player animations in aim mode (you'd be surprised how difficult it is to make an animation play based on the direction something is facing.) Once I reach the point where art assets become more important than coding features, dev time will certainly slow to a crawl unless I have help.
btw, your game sounds identical to
State of Decay.
inspiration maybe?
minus the pretty graphics and 3rd-person camera, they're essentially the same concept.
While I haven't played State of Decay yet (no PC release for a while) I guess the two games are somewhat similar. Still, State of Decay is all about zombies. My game isn't going to be.
My main source of inspiration was
Project Zomboid. I played their initial tech demo a couple of years back and I instantly loved the game, and it's isometric perspective put a unique twist on the concept of an apocalypse survival simulator. Since then, I bought the game and I follow it's development closely. Ever since I played the PZ tech demo I have wanted to make this game - both because I wanted to do something different with the concept, and because I think I can do it better. Project Zomboid is shaping up to be a fantastic game, but it has it's flaws, and they are currently many.
Right now you could probably call my game a 3D clone of PZ and not be far off, but it (hopefully) won't be that way for much longer. If I can get these current bugs (player animations ARGH!) fixed and get a few more major features (inventory/loot system, equipment system, survival system) in and working, I can move on to implementing my own concepts for mutants and NPCs. And, of course, there is still an entire world to build. And then public alpha and (god forbid) multiplayer!