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

4.40 star(s) 21 Votes

Alket

Active Member
Game Developer
Nov 15, 2017
534
1,776
Wait a sec,there's team mechanics in the game,does that mean player will be able to hang out with npc like State of Decay?
The idea is that you'll have a bunch of operators at a main base, from that base you'll go out and do missions, ideally, in the base there will be friendly npcs and vendors too...this is what Matto will try to build anyway...
 

phoe_3772

Newbie
Dec 6, 2022
38
14

Reading what Matto posted on his Patreon, it would be a good idea to implement character customization. If I remember correctly, I thought I read that people wanted a place to be implemented where people could create clothing models for the protagonist, something like the Steam workshop.
 
Feb 11, 2020
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Reading what Matto posted on his Patreon, it would be a good idea to implement character customization. If I remember correctly, I thought I read that people wanted a place to be implemented where people could create clothing models for the protagonist, something like the Steam workshop.
There's a lot of clamour for character customization, has been for a long time IIRC. It's been under consideration but for the minute I believe he's just focusing on the actual gameplay side of it for the moment.
 
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31659575

New Member
Aug 2, 2019
2
0
This would be a weird question, but what is this game gonna be like?
Tarkov style looter-shooter? or MGSV? Just tried the game earlier and get kinda confused.
But don't get me wrong, the game design and animations are great, and I had a lot of fun exploring/looting and fighting.
 

Alket

Active Member
Game Developer
Nov 15, 2017
534
1,776
This would be a weird question, but what is this game gonna be like?
Tarkov style looter-shooter? or MGSV? Just tried the game earlier and get kinda confused.
But don't get me wrong, the game design and animations are great, and I had a lot of fun exploring/looting and fighting.
Doing a direct comparison isn't easy, mainly because Matto is implementing aspects that he likes from different games and he's trying to mix those into something that would feel fresh...so you have aspects of survival, like limited ammo and some meters you have to manage (not in an obstructive way, but still need attention) + horror aspects of monstrous creatures in cramped environments (like caves and urban indoors) + tactical shooting and melee (think MGS gunplay x Callisto Protocol melee) + semi open world (think MGS3 x Monster Hunter, big separated areas that are interconnected but not seamlessly) + Some role play and team management...

How do you define this it's up to you...
 

JustAl

Active Member
Jan 28, 2022
548
582
This might seem strange to mention Alket, but is there a plan on doing something with certain enterable warehouses strewn about the map? I always wondered about those empty shacks and how they fit in with the world beyond being a brief place to avoid windchill. Will there be interactable objects inside? NPCs of a merchant kind or survivors who need escorting? Supplies? Sudden monster appearance? Human enemy factions? Weird sci-fi bullshit like ancient tech ruins in a tunnel? What about the possibility of enemies stalking you and entering these buildings? That'd probably be really bad considering I've only seen these warehouses feature a single skinny door for going in and out.

What about the regular artillery bombings? Anything specifically risky or interesting about those?

I just mean to think about the little things as Matt probably already does. The game's in progress but I just wondered what plans there are for the simpler things.
 

Alket

Active Member
Game Developer
Nov 15, 2017
534
1,776
This might seem strange to mention Alket, but is there a plan on doing something with certain enterable warehouses strewn about the map? I always wondered about those empty shacks and how they fit in with the world beyond being a brief place to avoid windchill. Will there be interactable objects inside? NPCs of a merchant kind or survivors who need escorting? Supplies? Sudden monster appearance? Human enemy factions? Weird sci-fi bullshit like ancient tech ruins in a tunnel? What about the possibility of enemies stalking you and entering these buildings? That'd probably be really bad considering I've only seen these warehouses feature a single skinny door for going in and out.

What about the regular artillery bombings? Anything specifically risky or interesting about those?

I just mean to think about the little things as Matt probably already does. The game's in progress but I just wondered what plans there are for the simpler things.
What you're playing is not a vertical slice of gameplay, it's a showcase of concepts, systems, ecc...
There are empty warehouses? yes, because Matto wanted to see how those models looked in game upclose and how the pathfinding of the AI worked around them...
There are random artillery bombing? because Matto wanted to try the "ambient random event system" and the explosions effect...

So yes, all of that will be used in game in some ways.
 

DustyX

Member
Jun 16, 2017
224
230
Apologies if this has been answered previously, I don't recall such and [admittedly rudimentary] searching didn't reveal it had been asked.

Is there going to be a-- not emphasis but expansion on melee combat or is the shovel/implement more designed in a similar vein to RE:2 (remake) where you generally want to keep enemies as far away from you as is practicable and melee is kind of a last resort/least optimal way to combat foes?

I get the sense that there's no vision/intention to have operators running around with katanas making sushi out of the mutants (which isn't inherently a bad thing either for/against) but was curious on what the 'scope of melee combat' means for the player.
 

Alket

Active Member
Game Developer
Nov 15, 2017
534
1,776
Apologies if this has been answered previously, I don't recall such and [admittedly rudimentary] searching didn't reveal it had been asked.

Is there going to be a-- not emphasis but expansion on melee combat or is the shovel/implement more designed in a similar vein to RE:2 (remake) where you generally want to keep enemies as far away from you as is practicable and melee is kind of a last resort/least optimal way to combat foes?

I get the sense that there's no vision/intention to have operators running around with katanas making sushi out of the mutants (which isn't inherently a bad thing either for/against) but was curious on what the 'scope of melee combat' means for the player.
Actually, both: the "shovel" is used akin as the knife in RE2, while there will be dedicated melee weapons (the idea is to have "futuristic" but believable weapons, like the stun baton, so, probably, not Metal Gear Rising's Katanas...I think...), with a "Callisto's Protocol" feel on the melee combat.
Since a dedicated knife/machete weapon will eventually be implemented, Matto needed a different tool/weapon to perform ripostes with...a bunch of 40K Krieg Korps weaboos suggested the shovel and he liked it xD
 

Bruchacannon

New Member
Nov 14, 2023
12
1
I wonder if the Dev has considered working with the Dev of Delta Zone. Both games are kind of in the same ball park and seem to be going for similar build qualities. It would be cool for them to combine projects or make a separate combined project.
 
4.40 star(s) 21 Votes