theNOMADproject
Though this has been in the works for quite some time, today is the day you all become privy to our project. So here we are, nearly a year and a half since conception, and a decent seven months into development. "We" being the impossibly small two man army that has brought us this far. Myself, (Tim aka TimmerC) with a long ago history of two released games and a background in film. My co-conspirator (Phill aka .Wrath) had a solid mind for programming, insane drive to learn and a background in sound design and zombie physiology.
So I blurted it out, this is a zombie game. But to clarify, not just any zombie game... The "first true zombie game." Phill thought that too harsh of a marketing line and he's probably right but I cannot think of a better more concise way say it. I believe that claim to be well founded for our given genre and enforced by a few of our governing ideals:
- First and foremost; our zombies will bite, not just start a mosh pit around the player. That bite will have consequences; there is no cure and once bitten the player will turn unless otherwise rendered brainless. No more immunity excuses.
- There are no special zombies. We do not really understand why most games divert so far from the canon; they're undead...not demons or superheroes. With that being said we are trying to embrace multiple schools of zombie-dom, without shunning either fast or slow moving zombies. I find them both terrifying and realistic given certain circumstances.
- Survival is the name of the game. This will include the need for self-protection, food, and shelter, which will become more and more necessary as the game progresses. Moving through the city, from building to building, and having the option of using them as safe houses or defense points.
- The world will change; albeit quickly, from a normal day in the city to the flesh consuming post-apocalyptic world we're accustomed to in such titles.
- Our story is your story. Every game will be different, viewing the outbreak from varying perspectives, as different people, with different choices to make in different parts of the city.
We feel this should be enough at the moment to give you a sufficient idea of our aim and some of this has been achieved already. To further whet the corners of your mouth we have some WIP images to show our interpretation of the city and the visual feel of things. We're going for low poly everywhere to help facilitate our open world full of the undead. Characters for instance are between 2 and 3k tris. Keep in mind everything you see is WIP and much will change soon.
A few comparison shots, google street view on left:
And a few higher res:
We are so excited to make our game known publicly for the first time and anxiously await whatever all you talented lot have to say/give. We've already been fortunate enough to grab up one super gifted member of these forums- welcome Will!
We will have more updates soon so stay tuned and drop a line, we love to hear any and all!











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you do great work), and I couldn't stand the thought of having to place hundreds of actors in our level strictly to handle vaulting (you may notice that the brick wall is registering as a vaultactor, but I've removed all of that functionality script-wise... I was just too lazy to re-place the static mesh). 









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