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A Collection of Monkeys is a group built of various players of The Universal's community. We are comprised of 3D Modelers, 2D Artists, Texture Artists, Programmers C#/C++, Scripters, Audio & Music, World Developers, and various other content contributors; and are in no way officially affiliated with Games for May the Official Developers of their title The Universal. We just love making stuff for the community as part of the community. We're monkeys, hooked on cigars and whiskey. Cards are possible too. If you think you'd like to join our ranks, we encourage you to apply.

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Tower of Terror (Q&A Development) (Company : A Collection of Monkeys : Forum : Terraformology : Tower of Terror (Q&A Development)) Post Reply
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Feb 12 2012 Anchor

might as well post info about the worlds i'm working on.

Planet Name: Tower of Terror

Style: Survival Horror themed RPG. music will be from the Resident Evil games.

Historical Setting: Modern

Landscape Theme: none. all game play will take place in-doors in a multi-floor tower that has been 'quarantined'

Vehicles: everybody will walk, but different vehicles are used for different armor and weapons. 3 armors each with 3 weapon types.

Script Usage: Heavy. script based elevators and stairs will allow players to travel between floors. every object seen can be searched for items. the storyline and npc/player interaction will largely depend on how the player sets up their character when first joining. scripted dynamic ambiance will add realism to the game, nearly everything you do that would make noise in real life will be heard by other players in the same area as you. scripts will have checks to prevent many loopholes and cheats that would normally exist in a script or combat based game. such as not being able to bypass osds that are required, even if you log out and not being able to spawn kill somebody just to get kills to complete tasks faster. many quantity and time based script events will be settable by a scripted admin panel so it will be easy to tweak and change the difficulty of the world

Edited by: zaroba

Trenial
Trenial 3D Modeler/World Developer
Feb 12 2012 Anchor

Any screenshots zar, I'm trying to imagine a heightmap, just a tower, and it would look/work?

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Feb 12 2012 Anchor

no heightmap at all actually. no pics yet either, sorry. although i am planning on making and texturing a few models for it for some proper screenshots for the TU forum.
it will just be flat land, the 'tower' is a series of 3d models, world buildings, which the player will run around in.
there will be one model for each floor, complete with a ceiling so the players wont see anything outside of the building. the scripted elevators and stairs that allow players to change floors do so by basically *sending the player to a different building on the map.

a very early design that i had made up when thinking about a different world a few years ago, this was basically just to show proof of concept:
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in reality, there would be a floor under it, and a ceiling on top of it. the opening to the roads would not be there nor would the roads.
the walls and floor would have collisions, the ceiling piece would be a separate buildings.dat entry and have no collisions.
the floors will be filled with decorative items to make them look realistic, all seperate models and entries in the buildings.dat that players can search or use.
the camera would be locked close in behind the player or in 1st person view, the player would never see outside of the walls or over the ceiling.
players would run around in the hallways and rooms fighting, questing, etc.
players would inspect things such as desks, trash cans, and refrigerators for items to use.
players would use toilets to go to the bathroom, sinks to wash off in, beds/chairs to rest in.
other things which are purely decorative could be 'used' as well just for the sake of realism.

the above model was an office building. right inside the entrance were the elevators to 'take' you to a different floor, south of them was bathrooms

Edited by: zaroba

Trenial
Trenial 3D Modeler/World Developer
Feb 12 2012 Anchor

Ah I see somewhat. This concept has an old joy of "Fallout" to it. Inspecting everything, looking closely for even so much as a rat to happen across your field of view. Haha. I look forward to seeing more with this. :)

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