Generic Zombie Game

Another game i wrote in Lua around 2011(?).

It is a round-based zombie survival game, with rounds typically lasting 15 minutes (although often ending much sooner when all human players die). You earn cash by killing zombies which can be spent on weapons and supply airdrops. If you die, you become a zombie.

Some notable features:

 

• Challenging gameplay. A strong emphasis on teamwork and inventory management.

• A dynamic weather system. Thunder, lightning, particle-based rain and wind. The weather is randomized each round.

• Random events. They happen over the course of the round. Some are good, like scientists and supply crates appearing. Some are bad, like temporary radio blackouts. There’s even an event which causes a wicked storm using the weather system.

• Intelligent zombie NPCs that hunt you down. They can also break through doors, breakable walls and windows.

• A bunch of scripted weapons which implement scopes, ironsights, bullet penetration and more.

• Melee weapons, including a hammer which can be used to build barricades using wood planks.

• An inventory system that is very modular. You can add your own items with ease.

• 4 human classes and 4 zombie classes, each with their own perks.

• Fancy effects. Motion blur, postprocessing, realistic drunkness/infection/etc, blood spatter on your HUD, and probably more.

• Lots of gore effects. Blow the torso off of a zombie with a winchester, create showers of guts with explosives, instantly fry zombies with laser weapons and blow the heads off of zombies with pretty much any gun.

• Ailment system. If you are attacked by certain zombies you will start to bleed. If you are hit by zombies you become infected. You can also become irradiated from certain things.

• Replayability. Never play the same match twice. The infection antidote spawns randomly around the map throughout the game, and the evacuation helicopter has multiple landing zones.

• Stats. At the end of the round awards are handed out to players who have accomplished great and not-so-great things. If you’re one of those fellows who hides in a corner while his teammates do all the work then you will get publicly humiliated. If you are a skilled player then you’ll get a pile of accolades.

• Parameters that give the server owner complete control over most gameplay aspects.

• A custom entity loading system for maps which do not officially support the game script.

I originally wrote this game several years ago, before the original Left4Dead game was released by Valve Software. There are a bunch of gameplay videos on youtube, search for “ReDead Gmod” or something along those lines if you want to see more.

There are plenty of gameplay videos on YouTube as well.

The scripts are freely available: https://www.assembla.com/code/redead/subversion/nodes

The Stalker

This is a game script i wrote a couple years ago in Lua for Garry’s Mod, a mod which exposes the Source Engine (the engine used by Half Life 2, among other things) to Lua. I wrote the game around 2011. It took roughly 3 months to complete. In that time I had to program the game and also made a few maps for it using the Source SDK which took longer than expected to finish.

Being able to script a game using Lua bindings in a pre-existing engine is good fun since it’s relatively easy to get a working prototype up and running.

Here is a general description of the game:

A team of soldiers must hunt down a powerful, nearly invisible creature known as The Stalker. The Stalker has a number of abilities:

• Scream – A loud shriek that causes nearby soldiers to lose their hearing temporarily and disorients them. This attack uses 25% of your energy.

• Mind Flay – This attack invades the mind of the targeted player. They are heavily disoriented and take some damage from the attack. Perfect for picking off stragglers or confusing players who are very good at figuring out where you are. This attack uses 50% of your energy.

• Telekinesis – Control an object with your mind. You can choose the direction in which the object is thrown. A useful tool for distracting soldiers or causing damage with larger objects. This uses 75% of your energy.

• Blood Thirst – Your attacks absorb health for a short duration. Uses 100% of your energy.

• ESP – This ability is enabled/disabled by toggling your flashlight button as the stalker. When ESP is enabled, you can see where soldiers are through walls. However, while ESP is active, your energy will not replenish and your overall vision becomes darker.

The energy used by psychic attacks will slowly regenerate over time. In addition to having psychic abilities and being invisible, the Stalker is also very agile. It can jump to high areas, run faster than soldiers, and cling to walls. The Stalker’s health slowly drains over time but it regains health with each kill.

The soldiers have their own tools for hunting the Stalker. There are 4 different, equally balanced primary weapons to choose from, as well as 4 different secondary weapons and 4 utilities. Their flashlight runs off battery power and if your battery reaches 0% charge then there is a small delay before it starts recharging. The recharge rate for the battery is slower than its drain rate so you have to manage your flashlight use.

Primary Weapons:
• SG 552 – A highly accurate scoped rifle. Magazine holds 20 rounds.
• FN P90 – A SMG with a large magazine and a high rate of fire. Magazine holds 50 rounds.
• SPAS 12 – A powerful close range semi-automatic shotgun which can fire 6 rounds before reloading.
• FAMAS G2 – A 3-shot burst rifle. Magazine holds 30 rounds.

Secondary Items:
• Portable Sensor – A laser tripwire alarm which can be planted on any solid surface.
• USP Compact – A backup pistol with unlimited ammo.
• Seeker Drone – An autonomous drone which floats around and sounds an alarm if it detects the Stalker.
• Optic Range Scanner – A handheld scanner which augments your vision.

Utilities:
• Automedic System – An integrated morphine injector for your armor which heals you automatically when you are injured.
• Laser Module – A laser pointer attachment that fits any weapon.
• Extra Ammunition – Additional ammunition for your primary weapon.
• Dual Cell Battery – An improved battery which recharges faster and augments your flashlight.

Some screenshots:

Plenty of people have recorded videos of the game in action.

You can check out the code on assembla: https://www.assembla.com/code/the-stalker/subversion/nodes