As predicted by many after our Initial Pitch presentation, the implementation of a quality Call of Duty: Black Ops 3 Zombies mod is proving to be a more difficult endeavor than our group originally expected. Our biggest challenge thus far has been acclimating ourselves to the development environment of Radiant Black. Through the use of Youtube tutorial videos, I (Casey) have gained significant knowledge of the environment and the essential objects and containers needed for the game to run properly, the road to which resulted in multiple new maps after making catastrophic mistakes during design.
Another major hurdle in our quest to make a new style of Zombies map is the considerable time constraint. Our plan to create new game rules such as a winnable ending and creation of unique buildables is still in effect, as well as other features such as Air-drops and bosses are also still planned to be implemented at the time of the alpha demo. One sort of “mini project” as we referred to it that will likely be out of scope due to time constraints is the inclusion of an RPG style class system, which would allow the user the ability to use different items, weapons, and abilities to escape the zombie horde.
In order to reduce confusion and learning curve, we have divided the workload into two man teams. Two members are handling the majority of the new source code, while the other two are concentrating their efforts on the creation of a quality map and coinciding story.
We also have significant debugging to do with our map. Specifically, things related to lighting/shadows being improperly cast, as illustrated below the left wall in the screenshot below, will need to be addressed.
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