1 Bar Design - Updates and Discussion - NEW SITE + PW
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Are you going to add a shovel? It could make digging alot faster.
I also thought it would be neat if zombies could stand on eachother's head to reach high cliffs, and they could have minor digging abilities.
Ladders would also be nice feature.
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Wed Sep 15, 2010 8:28 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Working on weapons now. First one's a shovel, to get the system working, do note that I don't want digging to be very much faster than it is. It shouldn't be practical to run away from a zombie towards a sheer cliff and just dig into it to run away I'm not sure how zombies climbing each other would work, I'll think about it, but they're not meant to be sapient for the most part, or at least not seem it. Glad you like it, Allstone. Hopefully I can get weapons happening today.
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Wed Sep 15, 2010 9:57 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
SHOVEL ITEM IS IN http://losingreception.110mb.com/Prelude/I'll tweak it quite a lot from now, but I really can't be ♥♥♥♥ editing the alignments anymore, so I'll modify the sprite to deal with clipping issues and whatnot later. There have been a few tweaks on the zombies too. I'll do a lot more work this evening, probably get the machete done, but for now I'd love feedback on what's good and what's bad about the shovel. Keep in mind that it's not meant to be a very effective zombie killing tool, more of a quick knock back while you gtfo. Known issue mentioned on the page but badly explained: I haven't updated the options page to tweak your controls for switching item, they default to A and S (think of them as L and R keys on a gameboy) and it loops around. Currently, though, there's only empty hands and the shovel, so I'm assuming you'll just want to use the shovel anyway. Other known issue: The shovel can dig through a wall from the wrong side if there's a weaker material on the other side of it and you get up close to the wall. The feasibly means you can batten zombies through a wall for a few seconds before the wall breaks. I'll fix this when I shorten the sprite a little and pull in some alignment variables, but as of now they look like [[0,0],[0,1],[-2,1]] but a lot longer and less pleasant numbers and I'm sick of them, so I figured I'd give you a look.
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Thu Sep 16, 2010 4:23 am |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Lovin' the shovel, Geti, and holding down buttons is always a plus! I wonder how this'll work when not at one-third speed due to the laptop I'm currently on. Keep up the good work, my love.
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Thu Sep 16, 2010 4:36 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Can't really kill a zombie now... One fell atleast 8 blocks down and I hit him 12 times (Yes I counted) with the shovel and he still lived. Zombies' health should be lowered, just a tad and I think blocks need more side support, Its a little hard digging into the side of a cliff and the entire side of the cliff falls on you. Maybe make the BG blocks give the FG block 60% support while up and down could be 25% and the sides 15%. Although I do like the new Terrain gen. and items are a nice addition. Do we know when we might have the ability to build structures?
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Thu Sep 16, 2010 5:33 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Prelude: A Side Scrollin' Zombie Fort Game
This is actually coming along quite nicely!
I like the shovel how it is, but I think terrain should get more support or make gibs not hurt you. It really sucks when you're digging a diagonal hole when the mountain starts to crumble.
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Thu Sep 16, 2010 5:43 am |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Prelude: A Side Scrollin' Zombie Fort Game
There is no option to change keybindings for weapon swapping, so you know.
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Thu Sep 16, 2010 5:45 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Glad you like it. Working on the issues now, going to call my girlfriend for a while first and then I'll fix the options screen, then I'll hopefully get the machete happening. I need to do some kind of assertive push on the player when they're hitting the walls, too.. Supports coming in a while, I'm going to do vegetation first I've decided, once the machete's up. Zombie's health is not going to get lowered (ever), but I might make the shovel do a little bit more damage. I'll look into the support thing too, though I think supports might help that in any case.. Oobagoo I mentioned that on the page and here, come on man
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Thu Sep 16, 2010 5:46 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I'm really going to push the idea of removing damage from gibs, or at least lowering the number. The gibs are nuclear, and there's SOO MANY of them. It's a literal shower of death.
On the other hand, do they affect zombies?
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Thu Sep 16, 2010 5:50 am |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Prelude: A Side Scrollin' Zombie Fort Game
if they do, make dynamite to blow the supports over a mob of zombies, maybe?
Sorry Geti, its late and I can't read paragraphs.
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Thu Sep 16, 2010 5:55 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Prelude: A Side Scrollin' Zombie Fort Game
You...Considered that a paragraph?
I still think the number of gibs should be lowered, if not the damage. That way you would worry about getting out before the mountain fell, and not before you're showered to death by little pinpricks.
Also, what about breaking off huge peices for insta-kill capacity? Even with no physics, just a straight-down landslide, that would be awesom. like crumblecrumblecrumble SMOOSH.
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Thu Sep 16, 2010 6:03 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I suppose so, though getting hit in the head with a chunk of rock depicted as ~30cm wide would hurt like anything. I'm thinking about directing the gibs that hurt you more downwards.
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Thu Sep 16, 2010 6:15 am |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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Re: Prelude: A Side Scrollin' Zombie Fort Game
The problem is that, even in world gen, gibs are produced, so you get an instant 10-20hp loss.
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Thu Sep 16, 2010 12:30 pm |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Hmmm...zombies are pretty damn strong in this compared to soil - it takes more than 24 hits to kill them with a shovel, which I'm guessing is more damaging than fists.
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Thu Sep 16, 2010 12:43 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Zombies are still way too strong. You can't fight them at all. (Actually, with the super-autofire fists you can kill a lone zed with only a migitable 65 hp cost) Shovel is weak though.
I don't think making them flinch would hurt, keeping a single zombie at bay with a shovel sounds feasible. Make melee attacks only able to hit a single target at a time, and it's fine.
By the sound of it, you are planning to make gameplay focus more on above-surface building rather than diggin, no?
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Thu Sep 16, 2010 2:44 pm |
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