Zombie Driver
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- Gnoblar
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Zombie Driver
Hello to the entire Ogre3D community!
I'd like to introduce a game from EXOR Studios, based on the Ogre3D engine. The game is called Zombie Driver and here is a couple of screenshots and a movie of the game:
GameTrailers Zombie Driver Debut Trailer
More information about the game is available at the Zombie Driver web page.
Let us know what you think.
I'd like to introduce a game from EXOR Studios, based on the Ogre3D engine. The game is called Zombie Driver and here is a couple of screenshots and a movie of the game:
GameTrailers Zombie Driver Debut Trailer
More information about the game is available at the Zombie Driver web page.
Let us know what you think.
- spacegaier
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Re: Zombie Driver
Looks like a lot of fun. Nice graphics and explosive effects. Keep up the good work !
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- sinbad
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Re: Zombie Driver
Looking really nice (well, if wholesale zombie massacre can be called 'nice')
- jacmoe
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Re: Zombie Driver
I really like your graphics.
Thumbs up!
Thumbs up!
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- my.name
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- DominuZ
- Gnoblar
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Re: Zombie Driver
Great game! I want to try it. Seems to be very dynamic and fun.
Last edited by DominuZ on Wed Nov 17, 2010 11:29 pm, edited 1 time in total.
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- koirat
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Re: Zombie Driver
It would be fun if you could get out of the car. Something like GTA but in a resident evil realm .
Nice game anyway. As it was stated above dynamics looks attractive a lot.
Nice game anyway. As it was stated above dynamics looks attractive a lot.
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Re: Zombie Driver
Really cool, I really like how more really good-looking games use Ogre these days, it is getting adopted by professionals more and more. These graphics look really good! And I actually like GTA 1 better than the new ones, so this is definitely a game for me. Top-down racers for the win!
Would you mind sharing some of your development experiences with Ogre with us? Especially since you worked with the Source engine before, I guess you might have some interesting experiences with Ogre, both good and bad? I would love to hear some stuff about that!
Would you mind sharing some of your development experiences with Ogre with us? Especially since you worked with the Source engine before, I guess you might have some interesting experiences with Ogre, both good and bad? I would love to hear some stuff about that!
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- romulo
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Re: Zombie Driver
MUST HAVE.....brains...
man, that visual is astonishing! I love how it resembles older GTA's and still looks so moderne, cant wait to play it =]
man, that visual is astonishing! I love how it resembles older GTA's and still looks so moderne, cant wait to play it =]
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- Gnoblar
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Re: Zombie Driver
Hi, looks good!
with wich program did you made the world ?
with wich program did you made the world ?
- ToeNails
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Re: Zombie Driver
Looks awesome!
Congrats on your rank on game trailers. With that much positive feedback and high rank it looks like this game will pretty successful
Just wondering, how much you plan on charging for it?
Congrats on your rank on game trailers. With that much positive feedback and high rank it looks like this game will pretty successful
Just wondering, how much you plan on charging for it?
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- christianboutin.com
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Re: Zombie Driver
Wow! This comes out of nowhere and looks almost done! Excellent job. Splendid trailer. Can't wait to try it out!
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- mkultra333
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Re: Zombie Driver
Looks great, a nice alternative take on "Left 4 Dead" type scenarios. I wanted to see what happened if the car got trapped and the zombies swamped it.
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- Gnoblar
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Re: Zombie Driver
looks great! I'll definitely have to buy this when it comes out!
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- Gnoblar
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Re: Zombie Driver
Any Infos on the price available? Looking REALLY great.
- Paulov
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Re: Zombie Driver
looking great!
to me is likea mix betwen GTA2, Carmagedon & Postal.. >>>
>>
to me is likea mix betwen GTA2, Carmagedon & Postal.. >>>
>>
- SpannerMan
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Re: Zombie Driver
Hehe this looks excellant! Looking forward to the demo.
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- Gnoblar
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Re: Zombie Driver
HI,
Looks gr8 to watch. I liked the dynamics integrated.Waiting to have hands over it.
good luck!!!
SID
Looks gr8 to watch. I liked the dynamics integrated.Waiting to have hands over it.
good luck!!!
SID
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- Greenskin
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Re: Zombie Driver
Looks real good. You cant go wrong with zombies
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- Gnome
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Re: Zombie Driver
Looks like a lot of fun. Old-school, but with a current-gen polish on it. Very well done!
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- Gnoblar
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Re: Zombie Driver
Thanks for all the comments!
From my "level designer/3D artist/project manager" position I must say that it is a lot easier to start working with creating assets in full game engines like Source or Unreal, because of the already established workflow. On the other hand for Zombie Driver we are able to use 3dsmax as our world/asset editor and it suits its purpose quite well. At the moment our city has about 40 000 objects and a total of about 20 000 000 triangles and Ogre is handling that very well.
From a beginner point of view I think it is easier to start working on an established engine like Source. Working with Ogre requires more knowledge from the user e.g. if you don't know about texture filtering methods you probably won't remember about switching to anisotropic filtering which can greatly improve visual quality in some cases.
The thing that was the most annoying for me in the beginning was the fact that all files need to have unique names. Until you learn how to work with that it can be a real pain.
These are just some thoughts from the top of my head. I hope that we can find the time to make a proper post mortem after the project and contribute more to the Ogre community.
Its a bit hard to compare Ogre with Source because Ogre is a rendering engine and Source is a full blown game engine with tons of tools. There are of course good and bad sides for both of these solutions. Source has been created with the purpose of developing first person shooters in primarily closed areas (BSP). It is a great engine for that purpose, but if we were to make Zombie Driver on top of Source then it would take us much more time to modify Source to suit our purpose then to develop the game from scratch with Ogre.Would you mind sharing some of your development experiences with Ogre with us? Especially since you worked with the Source engine before, I guess you might have some interesting experiences with Ogre, both good and bad? I would love to hear some stuff about that!
From my "level designer/3D artist/project manager" position I must say that it is a lot easier to start working with creating assets in full game engines like Source or Unreal, because of the already established workflow. On the other hand for Zombie Driver we are able to use 3dsmax as our world/asset editor and it suits its purpose quite well. At the moment our city has about 40 000 objects and a total of about 20 000 000 triangles and Ogre is handling that very well.
From a beginner point of view I think it is easier to start working on an established engine like Source. Working with Ogre requires more knowledge from the user e.g. if you don't know about texture filtering methods you probably won't remember about switching to anisotropic filtering which can greatly improve visual quality in some cases.
The thing that was the most annoying for me in the beginning was the fact that all files need to have unique names. Until you learn how to work with that it can be a real pain.
These are just some thoughts from the top of my head. I hope that we can find the time to make a proper post mortem after the project and contribute more to the Ogre community.
- NickM
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Re: Zombie Driver
Well done to all involved, that is a great looking game.
- efeX
- Gnoblar
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Re: Zombie Driver
Good job to everyone involved, this looks nice so far!
- Ashlad
- Gnoblar
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Re: Zombie Driver
Didn't know this was using Ogre, preordered this a few days ago on Steam
- Ashlad
- Gnoblar
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Re: Zombie Driver
Heeey this looks familiar