Ground Zero (Combat System Playtest)

Ground Zero is an in-depth, post-apocalyptic RPG inspired strongly by the Fallout series. Leveraging Doom 3's scripting engine and real-time...


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Ground Zero is an in-depth, post-apocalyptic RPG inspired strongly by the Fallout series. Leveraging Doom 3's scripting engine and real-time graphic capabilities, we are creating a highly generative and dynamic game framework by placing the RPG within the context of a simple high-level strategy game. Factions, cities, and organizations, are networked with each other and the player such that the world evolves over time with or without the player's intervention. By creatively applying a range of skills and abilities, the player carves a niche for him or herself that may help shape the world after the bomb!

The core mechanics of Ground Zero are exploration and the decision making behind your actions. It is a game of chance and consequences, of which combat is only one component. The most significant reason for the character skill/attribute approach is to create a uniform ruleset which is the same for all characters, player and computer-controlled alike. This creates a more consistent and predictable context for a variety of play styles, and instead of having to script out every conceivable option it allows for players to resolve situations in ways we could not necessarily foresee.

What's new:

- Linux build. - Bloom shader, courtesy of Use_Less (and SantaClaws). - Rudimentary melee combat: attacks are resolved as a compared check between attacker and defender. If the defender is holding a firearm, the blunt weapons skill is used. Attacker receives a bonus with angle of attack, where being squared off is minimal and being directly behind provides the greatest advantage. If the attacker wins, the defender takes a skill penatly for the remainder of the turn (which will be important for combos and called shots in the future). If the defender wins, the attacker is turned away proportional to the margin of failure. - HUD text is slightly larger. - New load screen and bullet holes should appear with all quality settings. - Monsters wake up at more appropriate times now, and pathing is greatly improved with a little monster_clip hack. Shoould play out smoother. - A couple other weapons can be found throughout the map. You also only receive a small bit of ammunition with this now. - Couple other tweaks and fixes.

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Ground Zero Public Prototype 1

This archive contains a .bat and shortcut (which will probably have to be re-targeted on your end, but has a nifty icon), and the mod folder itself which contains a seventeen-page manual and known bugs list.

The mod at this point is a very W.I.P. model of our prototype town Springhill. There are currently no textures (other than a few normal maps) and no custom characters. In it, you will find Springhill inhabited by evil radioactive zombies (exclusive to this special pre-release!) which have been modified to use our pseudo turn-based combat system. Do a little combat sweep through the town to get a feel of what we have in mind.

We are aware of numerous bugs. Our intention is to give a little preview of our progress, and get feedback on what has been implemented so far/where we are taking things (such as the environment creation, interface, and combat system), and how performance is across different systems.

If you are a coder/scripter, 3d artist, or texture artist, and find the prospect of contributing to this little project intriguing, please contact me at jlambvo AT (or come by our forums: Everyone is of course more than welcome to come by and discuss the gameworld, technical issues, and so forth.

Well, I've been staring at this for 12 hours straight now, so I'm going to take a nap. Have fun, and be patient.

-Jonathan Lamb
Ground Zero project lead

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Ground Zero Dev Team

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Registered 5th February 2006

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