Tuesday, November 25, 2014

Update 8: Turn down the Lights!

So last Update was great at giving a Detail Feeling. Now lets get some of dem Spooks!

The Ambient is even Darker so players will have even better reason for finding that Flashlight! This new Perception will give a better meaning to the game and hopefully create a better Overall effect in Certain parts of the Game, oh hey this area is full of zombies, lets kill em, hey this area has only a few but I can't see any of em!

That's all for Today, I have a lot of Work to do on the Networking Code since it got a bit Jambled in the last update but I'll see what I can do!

Also you can Check out my New Song "Return To" On Youtube!

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Monday, November 24, 2014

Update 7: Shrouding Fogs

     So I think it's about time we got another post up, don't you? Welcome back to Contamination and sorry for the long wait, but I do have some good news on the Game. We have some Brand New Assets, and a Brand new feel:

     The introduction of more Misc Objects / Props to help better Understand the scene really gives a great feeling off of the Game.

     I have also done the addition of Fog, and Removed some lights. Then I made the lighting Darker for a better Horror Feel. The use of Lighters, and Flashlights will become important in the Darker Areas with no lights.

That's all for Today, We got Fog, Darker Lighting, Less Lights, and Misc. Objects / Props throughout the map!

For those of you who still think the game isn't looking as good as it Should, I do somewhat agree, the list of To-Do's is better Lighting, such as the Bulbs Casting Shadows on Objects to Create a better realism feel, New Textures, ShadeMapping, with Bumpmapping and of Course Higher Resolution.

Motion Blur, Bloom, SSAO, Film Grain, Eye Adaption, these are a lot of things that I really want to add to the game but can't because as you guys sort of understand here, I am working on a near $0 Budget. But I think with as little money that I'm able to work with, I have been able to create an outstanding start. I also want to thank you all for the Great Support you have given me, and remember to leave that Comment! Just to say Hi, a Suggeston, or a Comment, I just love to read em!

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Friday, November 21, 2014

Some Music & A SECRET!

Lots been going on, really I have just been trying to focus on school and keeping my grades up, so I do apologize for the lack of updates and such. I know you guys were expecting a lot. Really I am sorry.

Here to make it up to you I found some Sweet music made by some Dude named Blake Gillman.

Falling Heaven (Calming, Fast)
Lost in Thought (Dance)
Midnight Run (Pop, Casual, Drumstep)

Also you guys probably weren't aware (I was kinda doing this as a side thing, its just something I do at school when I get my work done) It's made in Pure JS and HTMl, a dude was a Procedurally Generated World made some Spawn Systems then made it Open Source and Abandoned the Project.

I took it over added M4A1, Sports Car, Pocket Knife, Peaches, Spoiled Beans, Ak47, 5.556mm Ammo, really I added a mess load of stuff (Not all of its on the Update log yet) Anyways you can find that here:

     So that's a well not Really Secret project, kind of, I just do it again when I'm out of School work and bored. So I just wanted to get this post to you guys since there hasn't been one in a while.

Thanks for reading, feel free to leave a Comment, and I'll see you in the next one! Stay awesome :)

Monday, November 17, 2014

Quick Update!

     Sorry it hasn't seemed like I have been too active, I just wanted to let you guys know that Progress is indeed getting done, though I don't always post it..

     The last week or so I have been very sick and updates have been hard to do, but they have been happening. I haven't really done enough for a full update since most of what I have done has been Bug Fixing and Networking Code. So without really any Screenshots it didn't seem wise to put up a patch.

But it has been long enough where you deserve one, here's what I've managed to do:

   Networking Tracking (Player Animations)
   Network Scene Loading

I also got a Brand New main menu in, but it's a little to alpha for Pictures.

Thanks for reading, and sorry for the lack of Updates! Again I've been sick, and it's a lot harder to program with a Headache 24/7.!

Feel free to leave a comment, and I'll see you in the next!

Friday, November 14, 2014

Run, hit, and Check your Cholesterol!

     Hey, thanks guys for waiting, I'm back and with some Brand New Updates, first of all I have got some Player-News with a Model and Animations!

     Next I added a New Weapon, the Push Broom! Yes that's right. You can now have use out of those old brooms sitting in the Closet!

(Player swinging)

This new Melee system allows defining the range the weapon can hit, damage, and how much it will push the enemy your hitting. Next up I changed the GUI a bit, now instead of looking at your Health at the bottom, you have to stop and open up your watch to check, this will add a better Challenge to the game!

Its look right now is completely experimental so don't think this is final Product!

Thanks for waiting guys I spent all day today getting this stuff done, I hope you enjoy!


  • Additions
    • Player Model
    • Player Model Animations
  • Added Weapons
    • Push Broom
  • Added Features
    • Watch
Thanks for reading, feel free to leave a comment and I'll see you in the next one, Stay awesome!

Again thanks for sticking by, now that I'm back I plan to get a lot done!

Tuesday, November 11, 2014

See you soon & Back-Tracked History

Just want to let you all know I'll be back in a few days and I'll try to bring some Big Updates with me!

Also I did a little Back-Tracking and managed to find most of my Game Development History using my old blogs, all the games there are the games I made on the blog since the start of blog 1. Up to now, so Enjoy if you want it's more for me lol:

Wednesday, November 5, 2014

Week off

     So as you all know I am still in High School and some Exams are coming up, I have decided to take the Week off from Development to get a little more prepared for School. In the meantime, though programming may not be getting done my modelers will still be at work helping make the game look better and when I get back I should have some new Props to work with!

Thanks for reading, feel free to leave a comment and I'll see you in the next post! Stay awesome :)

Please Note: I will probably get some Updates in over the week showing some of the Work getting done on the game, I do apologize for the last picture a lot of people all they saw was the Zombies and their T pose. Do note they are not what the zombies will look like in the future, and the T pose is for Animating I promise that is not how they will look afterwards. I know it was a common concern that I was being lazy by adding a Zombie that only looked like a T, but I promise that 100% of all real games that are 3D have their models start in the T pose, they just don't always show it

Tuesday, November 4, 2014

Take the Shot Johnny!

     So another great day, I got the entire Health setup and even Damage Handlers for the Zombies. You can now take damage and give damage, all with your Brand New M4A1 !

     As you can see there is now a Interface Icon that will show what Weapon you currently have Equipped and how much ammo it has. Next to it is a small bar that represents your Health. You can now get killed by their swarms but you also now have a Defense (The Gun) Takes 3 ~ 4 Shots to kill one zombie.

     The reason for the name "Take the Shot Johnny!" is because I tested the Multiplayer with my friend online and we were getting overrun by zombies, I was out of ammo and I yelled at him to take the shot... Anyways he was out and we both died  :3

Do Note: There is no Zombie-Spawning system yet, right now we just press "e" and each time we do it spawns a zombie.

Thanks for reading, Feel free to leave a comment and I'll see you in the next post! Stay awesome :)

Sunday, November 2, 2014

You can run, but you can't Hide!

     Hello everyone and sorry for the long wait! I have really been taking a break for awhile and it's time we got back on Track!

So the first thing I did was implement the Networking Code for the game, right now as it stands players can connect to each other, see each other, and interact with each other.

The next step was to get some more Gameplay in, so I made Zombies!

They have great Tracking, they go around walls and go through doors and everything! Currently they cannot kill you and you cannot kill them but trust me just that Tracking took a good day to do!

The next step was to make so they picked the closest player to them (When going online) and going to that person instead of the person they were chasing. I also implemented full Multiplayer work so Players that join the game later still load the new zombies that were spawned in:

These zombies as you can see are not the most beautiful thing in the world, but they are good for testing right now! The second player (The test player) is in the corner over there with its zombies and I have mine. (Yes we are Cubes, PlayerModels are not yet made)

So really I think this is one of the most successful Patches yet, because it adds the main game play factor (the enemy) and at the same time makes the game playable on multiple Screens!

Thanks for reading it really means a lot, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)