Contagion isn't your average Zombie Shooter but instead takes a more realistic and different approach to the popular genre with unique characters, environments, weapons, items, and a built in system that makes every round completely unpredictable with resources, objectives, and paths ever changing. From the creator of Zombie Panic: Source Brian "Tatsur0" Comer we introduce it's spiritual successor.
As promised here is Contagion. This is Alpha footage and only a teaser. I'm sure many of you are immediately picking apart the video but remember this is old footage and the textures, animations, rigs, speeds, effects, styles, decals, etc have all been updated since so enjoy and look forward to more in the future!
That was sick.
Great looking alpha fotage.
though I feel the item placements are a bit random and overused.
I'd say cut down half of them and maybe not place it in the bathroom :P
looking forward to more videos
The item placement was tossed together for testing to spread out on the first floor. It has since been changed like the description says and even then it wasn't enough back then heh.
Looking good!
Zombies are too weak (or weapons are overpowered). And adddin an "ambush" system (5-10 zombies) makes the game more hard and awesome. And for escape stages (if there would be one) addin a barricade system to keep zombie behind the door for Z-X min (more zombies less time) to wait for the elevator or to unlock a door makes easy to survive
well it could be that he put something in the server to so u can see the human game play.
This is the alpha version of it. It will be just the 'Basis' or 'Skeleton' of the game. So everything you just said have probably been added already.
As we stated in the description everything you see has been updated, as for the number of zombies I set a limit through our unique spawning system for sake of convenience and again not to reveal too much. As for damage while it's still being tweaked zombies are quite tough but you'll notice I aim for the head which we felt was important when every bullet will count and you won't have all that ammo sitting around. Though that being said again we do have an Ideas & Suggestions thread Monochrome-games.com for exactly this sort of post so it doesn't get lost in traffic. We look forward to revealing more soon.
Remember to read the description which I think will help alleviate concerns. As for game-play features those will be revealed over time and on occasion during interviews. Thanks for the positive response guys :)
great footage! after reading the description i am really curious aboutr the changes already did to that build (because you already mentioned all the weakspots of it) ;) can't wait to see more.
ps: the hand models are one of the best ones i've ever seen in games... really great modeller on your team!
animations are pretty solid too.
Good looking ! Even if the zombie AI looks dumb right now.
Its cool enough for alpha. But as I see animation still could use some work... :)
looks cool guys, still can't wait :)
This alpha footage makes this look really REALLY promising :)
The animations and models in particular are good, I like the minimalist HUD as well, good for immersion.
There will be an option to keep the HUD displayed rather than fading out when not in use for those that prefer it but our goal was to avoid forcing those who would like to immerse themselves in the game while avoiding any complicated system that might hinder the experience. Another gameplay vs realism decision. We look forward to sharing more in the near future!
Can't wait until its released! :D
the fact that there is ammo on every 3rd or 4th table is as unrealistic as the recoil of your mp5k is. This weapon is a kitten, and has almost no recoil, even without the buttstock of the original mp5.
This looks really damn nice. the look of the office brings F.E.A.R to mind.
Wow! Those are the best hand models I have seen in any FPS game to date!
Great work!
Is it just me or the zombies are taller than the player? Am I the only one who didn't like the HUD? I think that the guns could be a bit... more... fat, they are kinda too thick.
Gameplay isn't as unique as I thought it would be, it looks more like a mod than to a game, even though it is an alpha
That's my opinion, please, I don't want to be disrespected neither want to create a shitstorm, so please if you have anything wrong with what I posted, say politely, no need for flaming.
The zombies are the same height as the players and the height of the players view was matched to the eyes but will keep that in mind this week as I hold daily PTs and updates with Declan and other developers as well as our weekly meeting.
I'm sorry to hear you didn't care for our HUD but I have to say the team and I really took a shine to it. As for the guns you say "could be a bit more fat, they're kind too thick" I'm going to assume you meant to say too thin. The weapons are accurate but as always game-play > realism and it has been worked on :).
As for game-play there wasn't much of that shown so it would be hard to judge considering it was 1 player vs AI (that was toned down for convenience) but we tried to express that in our description so you wouldn't make the mistake of prejudging too early.
I've been a modder for 15 years and when a mod no longer shares textures, lighting, sounds, assets, anything at all beyond the Engine (that has and is being updated all the time) I'm not sure what doesn't look like mod. Maybe you could be a bit more specific?
We can win everyone over but we hope you'll stick around as the team is working hard to bring you a truly unique and atmospheric zombie survival horror experience (again not through this video. Think of it as proof of life before we demand a ransom).
When I said it looked like a mod I meant it didn't feel as a game, it felt like I was watching a mod's video, the gameplay was way too simple and felt like Half Life 2 mods, that's what I meant.
Well one thing I want to ask, will the game have an improved barricading system (Improved from ZPS)? I'd really love to see that. I always wanted to play a game with a nice barricading system, and must say that ZPS is what made me feel closer to this wish.
I didn't mean the game seemed bad just to clear things out, I just think it could be better.
The video was recorded awhile back to show off that it was in a playable state and intentionally toned down. I've seen triple A titles with less action so still don't quite understand the "Mod" comment but I figure that'll be settled later with future updates and the release of the game.
We will reveal features in time but if there was a barricading system it would definitely be an improvement over ZP:S or at least what we consider to be an improvement.
It's still early and I appreciate you sharing your point of view but it helps to express things a bit clearer as constructive criticism so others might not get confused. Cheers!
I'm a bit late, just went to the ZPS site to check on the status of your game. When I was watching the video, the first thing that popped into my head was exactly the same thing. It seems like a "mod". It's hard to explain, but it just has a familiar look to it, as if I'm browsing the cubicles in a Gmod game mode like TTT. The door sounds are familiarly annoying(because all doors squeak), the ADS isn't unique, and more importantly, the general concept of a zombie game is becoming too common. It needs to be something radically different to get any popularity, or it's just going to be thought of as "Another zombie mod" even if it isn't a mod. I understand this isn't the finished product, but it doesn't seem to exciting. If you want to set yourself apart from all the other games it needs something more.. So I can't wait to see what you guys do with it.
It should be realism > game-play
This is Going to be one Sick *** (AWESOME) Zombie Game!
animation still could use some work
keep it up and good job
Recoil on the MP5K is really weird, and the lack of a sway animation during walking also looks bad (you probably have already addressed this since this is old footage but still). Looks pretty good overall.
I think the most refreshing thing, was the animation to pick things up.
Overall (I know this is alpha footage) it was fantastic and well done.
Keep up the good work :)
Woah, insane quality, this looks like a whole new game!
I would definetly pay to play this.
Great job, looks amazing. I love the pick up animation, but I think you should have a delay before it is actually picked up.
Um, maybe add some kind of special zombie in the police station?
Maybe like a SWAT officer or something. Looks good.
so much ammo, weapons, it is not the spirit of zps
We attempted to be clear in the description and with replies that the video does not represent the games current state and actually ZP:S has more ammo in nearly every map. That being said there wasn't enough ammo in that version of the game in total to safely make it through the map. Quite a lot has changed and every round does/will count so going Rambo = guaranteed death. Hope the helps alleviate some concern.
good to listen !
Will headshots be required to kill the zombies?
oh, and also, can you lock doors? And will the zombies be able to eventually break them down? That'd be neat.
We're not yet ready to reveal features but will in the near future. Of course not spoiling the entire game if we can help it.
stop waving at that ammo son
Very nice!
so ******* tracking this, this looks amazing.
superb first person animations my friend. my only critique is the proportions seem a little off sometimes with doorways, tables etc (at least how i see it). Also, I would like to see a lot more done with lighting and enemy animation (but you are probably already working on those things ;) ).
I love how professional everything is about your work (your teams website, the models, the environments). If you keep on with this quality the I could see you grabbing moddb front page with every update. Keep it up!
Even tho this is an alpha footage video, i would still download this **** and play it!
Is Louis as game model ?
Otherwise, great animations !
post a video of what happens when u die and get hurt and where r the medic kits and pills :P
I was really nervous back in august as to how good this game would look when the vid was released. I really wanted this game to succeed, but i have to say this exceeded my expectations! It's really looking good even in its alpha build! I also have to mention that I am really happy to see full body view models, will make the entire experience that much more immersive! I now await the multiplayer video with much anticipation.
This video dates back from summer of 2011, but I know that many things could have changed since then and also NOT changed at all.
There was a discussion about the HUD - it feels flawed. The ring that is beneath the weapon icons looks either too big or too obtrusive (almost the same thing), so I would suggest you making that transparent.
Or just make the HUD with neutral colours, as this much saturation is way too awkward and drops my attention from the zombie killing. Imagine, I'm in darn night, everything is pitch black, but then this bright HUD distorts my attention span on what I was trying to avoid or find in the dark.
Suggested colours would be White and Dark red, or just simply Gray and Brown, as long as this is not 5 or more colors. And transparency must be used.
Now, the weapons. Perhaps you have too much FOV or just simply the hands look way thicker than the weapons. Reducing the FOV to 90 could be the issue solver, maybe?
And, when the weapon is not in ironsight wielding stance, it is pretty much as static as it is in the ironsight view, the hands hold it like the player's head is too focused on the weapon, rather than walking or even looking around. Therefore, you have to make the weapon sway in x and y axis, otherwise I will shoot in foresight rather than with ironsight, as my accuracy will be practically the same (probably in Contagion you have less accuracy when not in ironsight view, but whatevs, I am talking about the way he wields) shooting both ways.
TL;DR
HUD too shiny and colourful, bad, need to change to neutral colours. Weapons in foresight resemble Valve way too much and make Ironsights useless.
However, if you have changed these things already, please forgive my ignorance.
Oh wow, I hate myself now, I wish my phone could've told me that there's a new gameplay video. Noticed it only after what I wrote here.
Anyway, yeah, there's the transparency in the weapon icon backgrounds, however, some icons are still too shiny, like the fire extinguisher one, it will disturb the night atmosphere in the game.
And as I can see, the foresight mode is abused and used as well as one would do in any Valve game, rendering the ironsights useless. The sway still has to be implemented.