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You gotta hand it to those Dead Island zombies… they’re persistent! Even when a conveniently placed floatation device has created an impenertable wall between them and your delicious, tasty brains!
By Sir Kemper

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Posted by Shawn Handyside on September 7, 2011 · 12:19 AM 
FAILLAMENOT BADPRETTY GOODAWESOME (100 votes, average: 4.08 out of 5)
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Categories:
Failure, Kickin' It, PC, Playstation, Shields Up, Square Enix, Uncategorized, Under the Sea, Video Clips, Xbox 360, Zombies

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Looks like things are going swimmingly for the undead.
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6 replies · active 712 weeks ago
Oh my gosh, is that three digits I see? How appropriate I get it on a pun post!

...wait, pretty much all I do is pun posts.
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I see 2 digits
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KHAAAAAAAAAAAAAAAAAAAAAAAAAAN!
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*insert Dramatic music and zoom out*
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.......

...YEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAHHHHHHH! (Had to be done)
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I was wondering when the survivor was going to stop FLOUNDERING about.
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I can just see advice zombies popping up.

"PUNCH THROUGH SOLID WOOD DOOR"
"GET HELD BACK BY POOL FLOATY"
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1 reply · active 712 weeks ago
didn't you know? Pool Floaties are their own worst enemies o~o
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We all make fun of the zombie, but they tend to have the most brains out of all of us.

Because they ate ours.
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4 replies · active 711 weeks ago
It's simple really.... don't get caught.
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What about the ones in Left 4 Dead 1 and 2?
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they also have runner in dead island. But i have a car, these zombies are invalid (literally).
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"Remember, you don't have to outrun the crazed splicer, just your neighbor!"
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Note to self: If zombies attack, bring inflatable raft.
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"Hey, human, I think this pool toy is st-"

*smack*

"Look, I'm just trying to tell you you have a defective pool toy.
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5 replies · active 711 weeks ago
And yet we wonder why zombies always try to consume us. It's because we're jerks. They try and help us out and what does it get them? Boot to the face.
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"Human! Stop running! You look quite tired and might collapse!"
"We'll carry you where you need to go!"

*smack*
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Human! you look in pain, Maybe a massage will do!

-AAAGGHH!!! HUNTER!!!! GET IT OFFF ME!!!!
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"Human! It looks like those cars are in your way. Let me move them for you!"

*molitov*
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"Human! You have brain cancer, Let me do surgery!"
*dead somhow*
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That zombie is great at playing Mime.
That wall just seems so solid. Like a small cheap plastic floaty was in the way.
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Reminds me of how I got my Swimming merit badge.
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Go around it? - Nope.
Go over it? - Nope.
Pop it? - Nope.

Walk into it endlessly because you're undead anyway? - Yup, Perfect plan.
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Boot to the head.
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Almost as stupid as the F2P were in the beginning... almost.
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4 replies · active 712 weeks ago
The Free to Play? Or is this some crazy gang language? I don't understand please help <_<.
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He speaks of TF2 Free to Players, whom started out having difficulty understanding some of the subtler points of the game.
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Hidden Spy: *cough* Spycrab. Spycrab right now.
F2P Spy: wat?
*cue rape*
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It helped me to have played TF1 at first...
So I sucked in hability, but where good in technique
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looks like the floaty was made by aperture
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1 reply · active 712 weeks ago
It is said: for the good of all of us, except the ones who are dead...

Cave, we are done here
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Zombies have to go through a rigorous training program before being released back into the wild.

This one is the best of the best.
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Who else would love to see the exact same situation with a tank or witch :D
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3 replies · active 711 weeks ago
"Hey uh, there's this little flotation device on my way that I can easily jump over, but I can't get the 'jump over' command. What should I do?"
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Fuck the zombies, that furniture is terrifying. I mean, look at it...its just sitting there, waiting, watching us, preparing for when we let our guard down...and there's nothing we can do, because none of the devs apparently finished learning how to implement physics in a computer game. Come on guys, I know that class was boring, but seriously? This is so sad.
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3 replies · active 712 weeks ago
Once a physics engine has been applied to a Gaming Engine, it's child's play to implement the interactions between solid objects and the environment.

Unfortunately there's like 3 physics engines that get used out of a plethora of possible choices and all of them suck.

We've got Havok (master of complete yet inconvenient implementation of gravity, buoyancy, and stress. Shitty rag dolls and dumb hijinks abound.)

We've also got PhysX (Master of hyper-realistic physical interactions and frying your cheap piece of junk you call a computer.)

We've also got Cry-Engine (It's mediocre at everything but doesn't suck).

Havok does almost everything for you, so you can tell the designers weren't very good it they used it (unless they're valve, they make it work). All you have to do is make a second bounding box that mimics the rough shape of the mesh and then assign it to Havok. If it's an NPC that gets ragdoll physics you only have to rig the bounding box to the original skeleton.

Aside from having touched a couple of games that used PhysX, I know next to nothing about developing with it because I've never personally worked with it.

Cry-Engine is very cut and dried in development, but it's repetitive. Most developers will cut down on the number of object that follow the physics or take shortcuts to minimize the work. I could read all the volumes of "The Fall of Rome" TWICE in the time it takes to get a working alpha out of Cry-Engine if they didn't take shortcuts. Basically between retex jobs and cutting down on viable interactions, 80% of the potential of cry-engine is wasted to produce a single game.

To summarize:
Havok takes and extra 2 minutes per model to implement physics (for a novice, if you're really good with your modeling software you can cut this down to 30 seconds) and only the baseline of intellect it requires to use modeling software.

Don't know anything about working in PhysX but I hear it's really intuitive (but then again I could be being tricked into a bureaucratic hell of no return).

Cry-Engine has some really boring implementation, but really all you're doing is filling out values. I can cook dinner in the time it takes me to get one object done right (again, developers take lots of shortcuts).
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Which is why I should never talk about anything I know anything about.
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Irony has never been so useful...
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We'll meet again, floaty!
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I think we're on to something here. No longer do we need to save ourselves using guns and cars!

Father: "Kids, the zombies are here! Get in the pool and ready the inflatables!"
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That guy must of gotton hell after that by the other zombies.
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Dat flotation device.
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Fun game, even though it does feel rather unpolished.
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