I doubt anyone remembers this project of mine , from the previous 3d rad forum. Well over this weekend I decided to throw a phoenix down on this project and revive it.
This is zeroXgen!
An action sports game , that resembles the famous FF10 minigame "Blitzball", with the major differences in the two games being evident in the realtime gameplay and 360 degree movement of zeroXgen. AS this is still a work in progress, most of the gameplay elements that I want to feature have not been implimented yet. but the basic inteaction between the player and the squad and opponents team is there at a basic level.
In this little prototype the player can sit back and watch the game interact with itself , or get stuck in the action. so far the only action other than swiming is kicking the ball. which is an action the AI controlled players can take as well. you control one player for the whole game but can issue commands to your squad.
Controls can be reconfigured to Gamepad with Ctrl+Shift+f9
arrow keys - change direction (360 degrees) s - swim forward c - kick ball 1 - squad rallys to player 2 - squad chases ball
the game begins after you choose the player skin at the start menu.
Yeah I remember this game! The artwork looks pretty cool, might I suggest somehow improving the visibility of the players. Based on that last screenshot it was kind of hard to see them. I should try this out when I get off of work.
Thanks for the comments guys. I'm still working in Story of Kennuck. Just on hold right now. I did some updates to it. But havent posted. I want to complete or get zeroXgen to a nice place then go back to Story Of Kennuck.
@kulu very nice game, it's pretty fun and it looks really good for a rad game, good job mate. I wasn't sure what the controls were but I got them in the end
My only suggestions would be to reduce some of the effects, it get's hard to see what's going on sometimes and if you were to remaster this in Unity it would look even better and you could make it multiplayer, which is awesome
Thanks @GH Games . There were other guys who suggested I clear up the visibility of the game, Im glad its not just one guy saying that. I will try and adjust. Im also gonna add special finisher moves , that will devastate the opposing teams. I also want to add health bars to the players , and have a KO status when the player health goes to zero. then that player is no longer able to participate
Im sharing the latest build of zeroXgen . I changed and improved the ball handling of the Players. so now the ball stays in front of them when they are handling it. allso added some ultimate attacks for each team , but havent created the mechanics linking the attacks to the players , but you can see what they will look like. "LeftCtrl" see one of the teams ultimate attack.
aeee i got a bug where i get stuck on the ground and can't get out of it anyways, back to the critics unless there is a running button i know nothing of the characters move a bit slowly also i know its a bit of a small complaint considering its a provisory aestehtic choice but i personally found it hard to see where the door is buut i really like the animation of the ultimate attack and seeing in the interface what character is holding the ball is a nice touch
Hey guys . Ive made some adjustments to zeroXgen . The goal posts are alot smaller now, and the special attacks now show for both teams ( F1 AND F2 ) . the player character now goes back to swimming after being hit.
Hey guys version 17 of zeroXgen concept is online. this time ive implemented the physics behind each teams special attack. so the opposing teams side gets pushed back from the respective teams special attack. I think Im almost done with the game play side of things.......at least at the most basic level of how the gameplay should work.
Currently both player and opposing team characters use the exact same physics properties. so their speed , weight, shooting power etc. are all identical. the only variance between them is the timer that triggers them to shoot or attack is set to a random number between 1 and 5 secounds. but I want to leave that aspect of their physics setup intact.
I want to see if I can create an ultimate, or Hard opposing team. I dont really know if i should give the players a healthbar , that decreases after being attacked , but that could spice things up a bit.
well , anyways all controls remain the same , special attacks are triggered with F1 and F2 , so you can watch them play out at your leisure. but it should cause lag if you trigger them both within a 7 secound time limit, because then both cameras are rendering at the same time. so do expect lag if you are going to do that. (will fix that aspect once i implement the proper triggers for those special events, which wont be controlled by button presses , later ) .
hope you enjoy this latest build !! all comments welcome!!
@timestopdev , thanks for the feedback, you shouldnt get stuck on the edge of the map. but i know you cant move if you swim forward against the edge of the water sphere. so face away from the edge first and then swim away from it. The scores issue is just the ball placement at the beginning of the game.
oh but i already tried to swim in the opposite direction, it just doesnt seem to move but maybe im just small brained, i'd like to hear from someone else if they also have this problem or if its just me
Ive tweaked the physics of the non-player characters in the latest build of zeroXgen. They now swim alot faster, and change swiming speeds according to how far they are from their target. Makes it alot harder to compete with them.
Will tweak the player character physics to beable to compete better.
I like this setup becasue the pace of gameplay is much faster.
Here is the latest build for anyone interested in loosing like a boss.
ahhh man sorry to keep you waiting about the video https://youtu.be/weW8VRuYWvI and as far as the movement goes, yeah the game being more fast paced is probably the best choice may i suggest, if you're able to, to have the movements be commanded by mouse instead of arrow keys? seems a lot more precise to do
Hey there!! Just updating with info only this time. I have added floating rocks into the play area of zeroXgen , all players now have these as an obstruction in their goal to score. the ball also reacts and bounces off these new obstructions. Its changed the gameplay quite a bit and should present more varied actions and reactions for both the player and the non-player characters. Im also in the process of implementing player skill levels. Basically after each match the player will be allocated points to level up their team's members including the main player character. The levelling and match selection will be done in a players lobby type environment separate from the actual match play area. each match will be harder than the last , through the opposing teams abilities being boosted higher than the previous team's abilities.
will post a new build and screenshots later this week , hopefully.
at the link above you will find the latest build of zeroXgen. Ive added the floating obstacles. Ive also done the indicator sprites for the player and opponent teams. Im thinking of keeping shadows on for this project. Just looks better with shadows especially now that theres rocks in the play area, casting shadows.
I usually go into spectate mode , but you can try and compete with the opponents if you want to , the player character is currently set to level 0 , so he sucks right now.
Let me know what you think. and please comment on performance issues if you run into any.