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Unreal Engine Project Extermination: Operation GroundZeroes [Phase 2 - 2023-07-16] [MATEYDEV]

4.00 star(s) 26 Votes

DustyX

Member
Jun 16, 2017
272
290
On the topic a page or so ago regarding the retrieval/rescue of kidnapped squad mates and the "what then?" question of what happens once you get them out of their (presumably sticky) situation.

Why not take a page out of Cyberpunk's (as most recent example that comes to mind) book and have a evac shuttle land near the exit of the "prison" exterior to collect the dazed and exhausted squad mate. A very minor escort mission in the sense that once you get them outside a randomly generated "go here!" point is designated nearby where the shuttle is inbound and depending on how difficulty is measured in this game the time till arrival may either be extended or the number of enemies attempting to stop you may increase more and more (or both).

Once shuttle arrives, you yeet said squaddie into the shuttle and can either hitch a ride with said shuttle back to base or carry on from where you are?
 
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mugijos95

Member
Jun 7, 2020
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So something like metal gear solid the phantom pain (wich shares gameplay mechanics to ground zeroes wich itself seems to be a big inspiration to this game)... Actually sounds pretty neat as a concept of rescue, either a shuttle or heck, a strap on extraction ballon (for a pop culture reference, see batman the dark knight).

I don't know much of game development other than mere basic concepts, but in the build updated here there's already sounds for planes and the suplies drops, maybe a re-use of the concept but in reverse would be an option Alket? (if this has been brought up before just ignore my comment)
 
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Alket

Active Member
Game Developer
Nov 15, 2017
585
2,021
On the topic a page or so ago regarding the retrieval/rescue of kidnapped squad mates and the "what then?" question of what happens once you get them out of their (presumably sticky) situation.

Why not take a page out of Cyberpunk's (as most recent example that comes to mind) book and have a evac shuttle land near the exit of the "prison" exterior to collect the dazed and exhausted squad mate. A very minor escort mission in the sense that once you get them outside a randomly generated "go here!" point is designated nearby where the shuttle is inbound and depending on how difficulty is measured in this game the time till arrival may either be extended or the number of enemies attempting to stop you may increase more and more (or both).

Once shuttle arrives, you yeet said squaddie into the shuttle and can either hitch a ride with said shuttle back to base or carry on from where you are?
This might very well be how the final version of those mission could be implemented, but it's a bit too early atm, so yeah, good speculation & suggestion xD.

So something like metal gear solid the phantom pain (wich shares gameplay mechanics to ground zeroes wich itself seems to be a big inspiration to this game)... Actually sounds pretty neat as a concept of rescue, either a shuttle or heck, a strap on extraction ballon (for a pop culture reference, see batman the dark knight).

I don't know much of game development other than mere basic concepts, but in the build updated here there's already sounds for planes and the suplies drops, maybe a re-use of the concept but in reverse would be an option Alket? (if this has been brought up before just ignore my comment)
The model for the shuttle that drops supplies is not done, it's literaly a flying polygon, so yeah, once that's done it could be used for both scenarios...again speculation, but the fulton strap balloon (or similar) I doubt will be taken into consideration...

Instead of a shuttle it might very well be a land convoy or a vehicle that you can drive near the mission area and use it as an extraction point...

There are a lot of possibilities for this scenario
 
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texxy

Member
Aug 19, 2017
207
287
Instead of a shuttle it might very well be a land convoy or a vehicle that you can drive near the mission area and use it as an extraction point...
I personally would recommend it to be ground vehicle, as travel via sky could be dangerous due to corporation, mutants etc. Just my 5 cents.
 
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FTFaceless

Member
Jan 9, 2023
285
504
This might very well be how the final version of those mission could be implemented, but it's a bit too early atm, so yeah, good speculation & suggestion xD.



The model for the shuttle that drops supplies is not done, it's literaly a flying polygon, so yeah, once that's done it could be used for both scenarios...again speculation, but the fulton strap balloon (or similar) I doubt will be taken into consideration...

Instead of a shuttle it might very well be a land convoy or a vehicle that you can drive near the mission area and use it as an extraction point...

There are a lot of possibilities for this scenario
Nah, evac copter is for weak :D

 

Alket

Active Member
Game Developer
Nov 15, 2017
585
2,021
I personally would recommend it to be ground vehicle, as travel via sky could be dangerous due to corporation, mutants etc. Just my 5 cents.
Please refrain from giving the developer crazy ideas like "flying mutants", thank you... :ROFLMAO:

But yes, the idea of extraction via ground convoy/vehicle would be more in line with the overall aesthetics and setting, but an extraction via shuttle could be easier form a development perspective (no need to have the convoy pathfind, limited interaction with the environment, ecc.)
 
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FTFaceless

Member
Jan 9, 2023
285
504
Actually, transporting NPCs "Death Stranding"-way opens the way to implement H-scenes that involves more than one female. Also would be somewhat logical in terms that in the world where you literally scavenge for resources a copter/convoy escort to evacuate one hostage feels kinda wasteful.
 
Feb 11, 2020
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Please refrain from giving the developer crazy ideas like "flying mutants", thank you... :ROFLMAO:

But yes, the idea of extraction via ground convoy/vehicle would be more in line with the overall aesthetics and setting, but an extraction via shuttle could be easier form a development perspective (no need to have the convoy pathfind, limited interaction with the environment, ecc.)
Flying mutants you say...

What a good idea...
 

DustyX

Member
Jun 16, 2017
272
290
Actually, transporting NPCs "Death Stranding"-way opens the way to implement H-scenes that involves more than one female. Also would be somewhat logical in terms that in the world where you literally scavenge for resources a copter/convoy escort to evacuate one hostage feels kinda wasteful.
An amendment to my earlier idea above then in light of your rather on-point.... point... :oops:

Were such a mechanic to be implemented in that a shuttle comes to collect the dazed n confused squad mate, it could be entirely random chance (well... within certain margins depending on the locale) on how long it'll take the shuttle to arrive to your location.

Take your typical police vehicle for example, it's patrolling a neighbourhood and when dispatch calls out to respond to "x" scenario it'll be that squad car that responds with "Yeah I'm in that area, I'll go investigate".

So to your point, however which way it's explained away but the responding shuttle could already be in the area and be making a detour to come collect the squaddie so least that way there's an explanation on why its out there rather than it coming all the way out solely to collect that one person because you do raise a good point in that if resources are scarce its hard to justify sending a vehicle out for one person but much more justifiable if its already in the area.

Or if ya wanna be masochistic about it, could attach a fee to the call-out and let the player decide if they wanna resolve this the quick way or fireman carry their juicy-bodily fluid riddled-comrade all the way home, haha.
 
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FTFaceless

Member
Jan 9, 2023
285
504
An amendment to my earlier idea above then in light of your rather on-point.... point... :oops:

Were such a mechanic to be implemented in that a shuttle comes to collect the dazed n confused squad mate, it could be entirely random chance (well... within certain margins depending on the locale) on how long it'll take the shuttle to arrive to your location.

Take your typical police vehicle for example, it's patrolling a neighbourhood and when dispatch calls out to respond to "x" scenario it'll be that squad car that responds with "Yeah I'm in that area, I'll go investigate".

So to your point, however which way it's explained away but the responding shuttle could already be in the area and be making a detour to come collect the squaddie so least that way there's an explanation on why its out there rather than it coming all the way out solely to collect that one person because you do raise a good point in that if resources are scarce its hard to justify sending a vehicle out for one person but much more justifiable if its already in the area.

Or if ya wanna be masochistic about it, could attach a fee to the call-out and let the player decide if they wanna resolve this the quick way or fireman carry their juicy-bodily fluid riddled-comrade all the way home, haha.
Kinda hard to imagine regular patrols in a postapocaliptic -war(that's what said on Patreon page at least) world, swarming with monsters. Like I mentioned, in the world where you have to scavenge resources.
 
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DustyX

Member
Jun 16, 2017
272
290
Kinda hard to imagine regular patrols in a postapocaliptic -war(that's what said on Patreon page at least) world, swarming with monsters. Like I mentioned, in the world where you have to scavenge resources.
I mean... it worked out well enough in Mad Max. xP
 

Alket

Active Member
Game Developer
Nov 15, 2017
585
2,021
Any tutorial to equip weapons and guns? I find the shop menu too unpredictive.
you don't have to grab anything from the shop, the gun is already in your inventory and the baton is at your feet when you first spawn, open the inventory (ESC - Inventory) and equip the weapons from there with Q, use F to switch between them; read "how to control" txt for more details
 
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Alket

Active Member
Game Developer
Nov 15, 2017
585
2,021
regardind the Vehicle System, added collision damage for both player and enemies, physics ragdoll and sounds and particle effects based on terrain.
 

DustyX

Member
Jun 16, 2017
272
290
I might've got my wires crossed, but is and collaborating together on this project or do they just share similar "artistic tastes" ? It's been a long week and I'm not firing on all cylinders presently, lol.
 
4.00 star(s) 26 Votes