Since the player will be able to make a 360° angle view, even if the game is cube-based I need to learn about circles… How ironic.

Since the player will be able to make a 360° angle view, even if the game is cube-based I need to learn about circles… How ironic.

….Or this?

….Or this?

If I want to make a cube-based game (how original), I must first comprehend the anatomy of a bock, and if if my maths are correct, this should work for a 0° and a 45° angled block.

If I want to make a cube-based game (how original), I must first comprehend the anatomy of a bock, and if if my maths are correct, this should work for a 0° and a 45° angled block.

Today’s Viral work (or at least most of it) will be about organizing, either the script and the sketches. (Tomada con Instagram)

Today’s Viral work (or at least most of it) will be about organizing, either the script and the sketches. (Tomada con Instagram)

Today’s Viral Progress Report:

Completely remodeled the character’s 3D model to make it smaller.
Ditto for the zombies.
Began the zombie AI.
The zombie AI is a little too glitchy at the moment. It does its basic job, such as following the player and discovering paths, but it acts weird. Like when it gets close to a wall, its speed grows. That’s weird, that did not happen in the zombie AI from the old Viral.

Today’s Viral Progress Report:


  • Completely remodeled the character’s 3D model to make it smaller.
  • Ditto for the zombies.
  • Began the zombie AI.

The zombie AI is a little too glitchy at the moment. It does its basic job, such as following the player and discovering paths, but it acts weird. Like when it gets close to a wall, its speed grows. That’s weird, that did not happen in the zombie AI from the old Viral.

All the failish attempts to remodel the character into a smaller thing (first 5 pics). I am pretty comfortable with it, but I might change the head’s size.

What do you think?

Kay, so….

I will work on a couple things before trying to implement the multiplayer mechanics (again), such as making the character smaller and a couple of modeled figures, such as thinner trees.

Yes, voxels.

YES! I finally get some time to work on Viral!

…And made this GIF instead.

YES! I finally get some time to work on Viral!

…And made this GIF instead.

Failure: The Sequel.

Failure: The Sequel.

This is how failure looks like.

This is how failure looks like.

Got it, me?

Got it, me?

Last night I talked with my partner and artist, Dennot. He finally admited that he doesn’t want to work on the game anymore, which was “totally unexpected”. We both agreed that the game sucks balls! The game is so dull, as he said; and it simply doesn’t have a point or goal, I said. It is just walk into the endless posibilities of a randomly generated world and kill everything that moves towards you. That it’s not fun at all.
I told my mate: “I will think of something to fix this, I always do”, so I made a chart and analyzed what we already have:
Engine for randomly generated worlds (either overworld and caves).
3D mechanics.
Multiplayer.
Literal survival.
This is may sound well, but should we try another game genre besides a simple zombie shooter? What about an RPG? Hmmm?

If we changed the style from zombies to RPG, we wouldn’t only change the look of the game, we are able to change the whole game! …And we would also be keeping the things we already have, without screwing our my hard work. We would be adding:

Level up system.
Classes (not only different characters with different weapons).
Money and shops; this may also make players trade?
Pets? Like… Y’know… Companions that help?
QUESTS: “Go to that dungeon and kill that… Ehm… Giant lion..? The lion who stole my purse!” (this definitely will add a goal to the game.
And my favorite: Way more enemies and bosses! (not only zombies).
….And way more possibilities that could be added since it’s a magical world, where anything could happen; instead of the actual time, where anything weird would result illogical and must bi discarded.


Since it is going to be a MMO, and a randomly generated world would scramble everything up, this is what we could design a big, big, BIG overworld map, with towns, caves, and stuff by ourselves, and use our beloved randomly generating ambient mechanic to make dungeons (ugh, I am sick of saying “randomly generated”).
And I haven’t even made a “point & shoot” code, so should we use it or try something else? Perhaps something kind of “click to move”, like League of Legends?

Last night I talked with my partner and artist, Dennot. He finally admited that he doesn’t want to work on the game anymore, which was “totally unexpected”. We both agreed that the game sucks balls! The game is so dull, as he said; and it simply doesn’t have a point or goal, I said. It is just walk into the endless posibilities of a randomly generated world and kill everything that moves towards you. That it’s not fun at all.

I told my mate: “I will think of something to fix this, I always do”, so I made a chart and analyzed what we already have:

  • Engine for randomly generated worlds (either overworld and caves).
  • 3D mechanics.
  • Multiplayer.
  • Literal survival.
This is may sound well, but should we try another game genre besides a simple zombie shooter? What about an RPG? Hmmm?
If we changed the style from zombies to RPG, we wouldn’t only change the look of the game, we are able to change the whole game! …And we would also be keeping the things we already have, without screwing our my hard work. We would be adding:
  • Level up system.
  • Classes (not only different characters with different weapons).
  • Money and shops; this may also make players trade?
  • Pets? Like… Y’know… Companions that help?
  • QUESTS: “Go to that dungeon and kill that… Ehm… Giant lion..? The lion who stole my purse!” (this definitely will add a goal to the game.
  • And my favorite: Way more enemies and bosses! (not only zombies).
….And way more possibilities that could be added since it’s a magical world, where anything could happen; instead of the actual time, where anything weird would result illogical and must bi discarded.
Since it is going to be a MMO, and a randomly generated world would scramble everything up, this is what we could design a big, big, BIG overworld map, with towns, caves, and stuff by ourselves, and use our beloved randomly generating ambient mechanic to make dungeons (ugh, I am sick of saying “randomly generated”).

And I haven’t even made a “point & shoot” code, so should we use it or try something else? Perhaps something kind of “click to move”, like League of Legends?

Today’s Viral Progress Report:

  • Modeled our first 3D Zombie.
  • Added rotation to the character.
  • Added rotation to the Zombie.
  • Fixed movement.

…And tomorrow, I would like to work on basic multiplayer mechanics, such as movement and rotations.

There’s our first Zombie for the game, the second pic is to show how I accidentally the code and the last one is the character highlighted… Should this be useful for multiplayer…? Somehow?

I miss the smaller character.
I might do something about that….

I miss the smaller character.

I might do something about that….

Tomada con Instagram

Tomada con Instagram