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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I don't really like the idea of a linear kills to upgrade system, what I really enjoy in games is randomly finding weapons and stuff. I'm unclear on what the actual gameplay of Prelude is going to be, but I'd prefer scavenging guns and ammo from random crates and abandoned supplies. An artificial unlock system would kinda hurt the immersion for me.
I mean this is already a bit like a 1p Dwarf Fortress in a haunted area.
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Sat Oct 23, 2010 10:03 pm |
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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Contrary wrote: I don't really like the idea of a linear kills to upgrade system, what I really enjoy in games is randomly finding weapons and stuff. I'm unclear on what the actual gameplay of Prelude is going to be, but I'd prefer scavenging guns and ammo from random crates and abandoned supplies. An artificial unlock system would kinda hurt the immersion for me.
I mean this is already a bit like a 1p Dwarf Fortress in a haunted area. I quite agree with this, scavenging also gives you a feel of accomplishment.
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Sat Oct 23, 2010 10:23 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
Scavenging will definitely be a part of the game. Unlocking a weapon simply allows you to embark with that weapon, you'll still be able to stumble across weapons, items, and infrastructure in ruins or just in the bush at various points. Some items might also not be unlockable (or have very difficult unlocks) and hard to find in game. I just want to get a feeling of progression. In a game where you can die quite easily it can suck to die, lose all your items and start from square one, especially if death can be a bit of a wildcard event (for example, you're busy killing a zombie and accidentally collapse a support in your tunnel, getting you crushed underneath rocks)
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Sat Oct 23, 2010 10:49 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Geti wrote: Scavenging will definitely be a part of the game. Unlocking a weapon simply allows you to embark with that weapon, you'll still be able to stumble across weapons, items, and infrastructure in ruins or just in the bush at various points. Geti, look up Fort Zombie. Its got everything you want in it and could be a excellent source of ideas.
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Sun Oct 24, 2010 12:15 pm |
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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
I kind of hopped it be more of a The last stand type thing.
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Sun Oct 24, 2010 5:24 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
:/ the last stand won't load for me..
Also issue with looking to other games for too much inspiration: you end up mimicking game mechanics. I'm already kind of doing that with some elements of dwarf fortress and megaman, so I'd rather keep it more original. It's a shame there are so many bloody zombie games out there though <_<
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Sun Oct 24, 2010 10:11 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Prelude: A Side Scrollin' Zombie Fort Game
All the zombie games are killy-killy though. No "hide and survive" style.
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Sun Oct 24, 2010 10:13 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
That's the plan here -> the DF similarity.
Getting work done on the kills logging system, by the way. It's coming along, though a few additions caused some crazy bugs.
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Sun Oct 24, 2010 11:05 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
You can now unlock the .303 in-game.There are some important notes HERE, which I suggest you'll read. You'll know if you've unlocked the gun when you go back to the main menu after a game. Enjoy, I'm going out for a while
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Mon Oct 25, 2010 5:49 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Can you make a function to delete block, please? I made the windows but the zombies started climbing through, and when I tried to patch up the holes the new block crumbled and the old support one was still there.
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Mon Oct 25, 2010 5:52 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
Go attack it with your weapons. Machete and shovel both work fine against buildings, it just takes a short while, though with the new damage priority system you'll hit actors, then plants, then foreground tiles and then background tiles in that order, so you'll probably end up breaking your window up a little trying to get those supports out. As a note, it's also good to have windows so you can shoot out of them totally blocking off the zombies is currently allowed, I suppose, but you won't be getting many points that way, nor will you be having very much fun :/ I'm going to make the zombies bash at anything player constructed very soon, as well. I'll probably try to get corpses piling up before that though, or at least a more spread out crowding AI so they don't kill each other trying to get through a wall.. In other news, people playing for 5 minutes or longer have finally outnumbered those that "bounce'' (leave the game after the first minute), at 556 to 542. It's interesting, because there seems to be 3 camps: those that play prelude for a good 10 minutes, those that play it for a few and get bored, and those that quit when they see the grey boring title screen. Each camp has roughly a 30% representation. STATS: Tiles Destroyed : 372,400 Shots Fired: 5,395 Zombies Killed: 34,659 All that in 1,752 player deaths. Still, no-one's unlocked the .303, unless the stats haven't come in yet.
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Mon Oct 25, 2010 6:45 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Just unlocked it. It's pretty cool, but it appears to fire into the top of the tunnel if you're crouched in one.
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Mon Oct 25, 2010 8:19 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
Really? That's a shame, I'll look into it. Though firing a .303 in an enclosed space while blocking one end of said space is probably not the smartest thing to do anyway. Glad you like it though, you're one of two to have unlocked it inthusfar.
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Mon Oct 25, 2010 8:40 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
Wait, what?
22 Oct 2010: AVERAGE PLAY TIME 192:35 UP 2466%
O_. Someone out of 6 people played enough prelude to bump the average time up above 3 hours.
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Mon Oct 25, 2010 10:08 am |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Does your system count the game when it is paused? It's entirely possible they went and did something else.
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Mon Oct 25, 2010 11:59 am |
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