View Full Version : LBP Zombies Saga

10-25-2015, 10:34 PM
Hello everyone, I am currently working on a multi-player Zombie Adventure.

I will be posting updates here with pictures of my progress, explanations of the moderately advanced logic processes, and will also be speaking of the various troubles I run into as well as how they are solved.

I am going to be writing a storyline much like Call Of Duty Zombies, basing the gameplay off of the same idea.

Current levels being worked on:

Priority Stages:
Dead Wood (50%): The players find themselves lost in a forest, and stumble upon an abandoned mansion. You must find clues, survive the unending hordes of the undead, and find the key to the Mine Shaft.

The Mine (CONCEPT):
The players enter a mine trying to find a way out of the woods, you explore the cave to find many narrow pathways and dead ends. The darkness in the cave is only overcome by the light on each weapon. Explore the darkness to find a way out of the Mine Shaft and to the city.

Other Concepts:

Lost City:
A city overrun by the undead, you come across new cybernetic technology allowing for the ability to run up buildings, jumping twice as far, and enhanced speed. You come across new enemies that are stronger, smarter, and faster.


In one of the buildings in the Lost City, you find a portal which takes you far beneath the surface of the ocean. Here you find the remains of ancient beings who's energy has been manipulated by evil people to create the apocalypse. Survive, and find more clues about the origin of the zombie invasion.

Mars One:
In Atlantis you find another portal leading to Mars. You find a society of humans fighting the zombie threat on our neighbor planet. Starting out far beneath the Earth, you must rise with your new companions to the surface to establish a new community, and lock the threat deep beneath the surface.

/Various replications of some of your favorite video game levels/ Concept Stages

LOZ Temple Of Time Survival (100% Complete)
Fight un-ending hordes of some classic LOZ enemies, including re-deads, stalfos, and more. Fight with guns, or the classic master sword with a hidden weapon for you to find after finding the key in another level.

I am open for any suggestions, as well as anyone interested in partaking in this project. Thanks much everyone!

10-26-2015, 08:54 AM
This is sounding great and the pic is looking promising! :) I'm looking forwar to read/ see more about your project! Have a lot of fun creating and many greetings, Jürgen^^

10-26-2015, 06:16 PM
Lost City Progress Report:

So I have gotten the layout of the city set up, and am just needing to create quest options to make it so that you can get into one of the buildings and find more clues about the story and where you need to go next.

Some of the accomplishments thus far are as follows:

Ability to run up the sides of specified buildings.

Ability to climb the front of buildings

Zombies that climb up the buildings when you are on top of the building or currently climbing up.

Reloadable weapons with low processor usage (Although it is impossible to run out of ammo as the weapons are sackpocket items. Currently trying to work on a fix.

Double jump and heightened running speed

Randomized Zombie costumes and emitter outputs.

Pictures coming

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Lost City Pictures:


11-12-2015, 07:04 PM
Have you got a round system that waits until all the zombies are dead before moving to the next round?