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December 29, 2023

Zero Labs Game Overview

Zero Labs Game Overview


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  • Zero Labs is a FPS/third-person shooter game that incorporates player freedom and choice, offering various ways of playing from arcady and fun to serious and complicated. Zero Labs’s key feature is the environment and the player, which both complement each other.


  • The player, infused with the character controller system (CCS), is able to perform various types of locomotion throughout the environment, such as walking, running, vaulting, jumping, leaping, rolling, climbing, diving, swimming, swinging, and sliding. This allows for fluid traversal of the environment. The player is also integrated with an advanced weapon system (AWS), an advanced storage system (SS), and advanced player variables (APV) to complement these mechanics.


  • The weapon system allows the player to engage in combat with other players or interact with the environment. The system supports the usage of firearms, melee weapons, physical combat, and various gadgets that enhance the player's equipment. Equipment can be equippable, such as ghillie suits, night vision goggles, and diving suits, or usable, such as consumables like med kits or stat-boosting additives. Usable equipment also includes various types of grenades and technological devices, while placeable equipment can consist of portable shields, mountable machine guns, or Claymores. The most common usable equipment is weapon ammunition.


  • All equipment and weaponry are stored using the storage system (SS), which lets the player carry one primary weapon, one secondary weapon, a few offhand items (like grenades), and a utility (such as binoculars). The storage system functions like in Tarkov, where larger items take up more space and weight affects the player's mobility. The system reacts realistically to player input; for example, carrying a large number of fragile grenades can result in an explosion if the player is shot. The advanced player variables (APV) ensure maximum realism, calculating aspects like health, damage, oxygen levels, vision, consciousness, stamina, and bleeding. These variables can be affected by the environment and other players.

  • The environment of Zero Labs is 100% interactive and fully destructible, utilizing advanced physics to create realistic destruction and interaction. Every non-static object the player interacts with can be grabbed, held, thrown, or used as a weapon. The player can also push and pull objects that are too heavy to pick up. Non-static objects may be affected by natural forces such as explosions or collisions. The environment includes multiple interactive objects, such as doors, windows, and props, and even walls can be destroyed and reduced to rubble, which becomes a prop once it’s rubble.



  • Classes in Zero Labs are integral to the gameplay experience. A class is a set of a primary weapon, a secondary weapon, a gadget, and certain equipment that it is allowed to use. Each class has four stages of progression: Stock, Upgrade 3, Upgrade 6, and Upgrade 9. As classes progress through these stages, all components, including the appearance, evolve. Classes are categorized into families, such as the Assault family, the Scout family, the Juggernaut family, etc. Each family has unique traits and varying levels of complexity. Simpler families can be obtained quickly, while more complex families, such as Pyro or Cryo, are unlocked later in the game.


  • The progression system is structured with families on the vertical axis and ranks, from 1 to 25, on the horizontal axis. Classes start at different ranks based on their complexity. Simpler families begin at lower ranks, whereas more complex families start at higher ranks.


  • As classes progress, they evolve by incorporating traits from other classes within the same level group. For instance, a Rank 1 Assault is 100% Assault, but at Rank 2, it might be 90% Assault and 10% Sniper. This trait inheritance system adds depth and variety to class progression, making each class unique as it advances. Zero Labs features a unique class-based matchmaking system. Whenever a match starts, the matchmaking will first choose the size and type of map, and then, depending on the advantages and disadvantages of the map, it will determine the set of classes that should be present for each team. For example, if the map is large, the matchmaking might require two snipers, one assault, and two scouts for each team. This system ensures balanced gameplay by selecting classes based on the map's characteristics, promoting strategic diversity and replayability.



Background


  • In the 22nd century, five villains with extraordinary powers have been trapped on a giant island by the hero (a metaphorical term referring to the world leader who trapped them there). These villains are very smart and intelligent, which means they were not going to slack off.


  • This is why each of them decided to settle on this island and occupy a certain territory. One of these villains is Fabriciano Cassano Moretti. Moretti, originating from Sicily, Italy, has a traumatizing past. He was never meant to be a villain, but he has to do villainous things to survive (his character was designed after Vito Corleone if he was much younger).


  • Moretti had business on the island before he ever arrived on it and got trapped, which means he knew the good spots. He settled for the Lacrustine Micoid (meaning mushroom lake because of its appearance in a cross-section) in the center of the island. When the villains were trapped on this island, Moretti, who already had a few business partnerships on this island, knew the best spot on the island—the center.


  • He knew that he could establish a grand headquarters, with a great view and many resources he could harvest. When he got there, he settled with a small structure for the workers and ordered them to analyze and explore the entire piece of land they owned. This included the lake they completely occupied. While diving in this lake, they realized it was a trench that went fairly deep. While analyzing resources in the trench, they found a weird vine of maroon material sticking out of the rock, which was found in areas much colder than the surrounding.


  • Professor Albert Richardson, who was conducting the test on this material, decided to extract it using an electrical drill. When the drill made contact and began boring the material, it sparked up with a fair amount of light due to friction.This happened very quickly, and as a reflex, Richardson yanked the drill back, but it was too late.


  • The ignited material caused a chain reaction within itself that led to a giant underwater explosion, generating a substantial amount of heat and a strong shockwave that knocked Richardson unconscious. Since he had a camera transmitting to the surface, he was rescued shortly and mostly unharmed. After the incident, two research groups were sent to live underwater and conduct tests on the material for two months.


  • After that period of time, they had a good understanding of what this material is. Pyrálithos (from Ancient Greek πῦρ (pyr) 'fire' and λίθος (lithos) 'stone') is a dense, crimson-hued solid that, when heated, continuously generates plasma with negligible mass loss. This unique property makes it extremely valuable for sustained energy production and technological advancements. Moretti realized that he had been both blessed and cursed. Though he now had a supreme technological advantage, he needed to make this material work and keep himself incognito from other companies since he was the last person to settle. Please let me know if any further adjustments are needed. Everyone else settled in places they thought would be nice to live in, but Moretti thought ahead. Familiar with the land, he knew the good spots, but his current spot was hard to settle since there wasn’t much good land around.


  • Knowing he couldn't blatantly place his facility and headquarters in an obvious spot, he sought an alternative. A very rich sheikh from Dubai was also trapped on this island. His name was Sheikh Farid Al-Abdulrahman Al-Khalidi, the sultan of Opulence. Before being trapped, he was very rich, but now disconnected from the outer world, he had lost some of his riches. He had no establishments on the island and was looking for a business opportunity to create one. Moretti saw him as the perfect partner and offered him a deal. Farid would create a resort for wealthy people, fully situated on the water of the grand lake.


  • In the middle, there would be a giant floating hotel surrounded by artificial islands with various attractions. This giant attraction would stand on the so-called foundation or maintenance area, which in reality would be the Cravar facility. To keep Farid from discovering his true plans, Moretti lied, saying they were mining diamonds to get rich, and he would pay Farid in diamonds for attracting people to the place. In reality, they were mining and researching pyrolythos. Farid had not yet found out because he became extremely afraid of diving underwater after his parents tragically passed away in a submarine accident. To maintain the facade, they actually mined diamonds underwater to conceal their true activities.


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