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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
Player breaking through them. You might want to add some way to dig directly upwards without killing yourself though.
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Tue Sep 07, 2010 10:32 am |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: Prelude: A Side Scrollin' Zombie Fort Game
You know what you should do with this terrain structure? You should make a Motherload-like mining game. That would be awesome.
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Tue Sep 07, 2010 11:47 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Yeah, or atleast a futuristic version of this, where you control a few robots possibly and fight zombie robots. :3
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Tue Sep 07, 2010 11:55 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
Joe wrote: Motherload-like mining game. That would take quite a bit of work to get the game compatible with the current sort of system.
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Tue Sep 07, 2010 12:12 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
Well, the handy thing will be the reuseability of this kind of engine. For now, it's about zombies, though you do realise you'll be getting the resources to build from mining and logging, right? O_o that's part of why I want it to be difficult to dig out terrain.
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Tue Sep 07, 2010 10:07 pm |
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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
I think the gibs should fall farther before hurting you or make the ground more stable. Otherwise its really annoying trying to dig out of a hole and you get caved in really easily or the entire side you started on just collapses towards you. Otherwise I really like it and can't wait for Zombies!
Geti, Don't abandon this one like you did to EXILE..
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Tue Sep 07, 2010 10:17 pm |
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JacenHanLovesLegos
Joined: Wed Aug 04, 2010 3:14 pm Posts: 132
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Re: Prelude: A Side Scrollin' Zombie Fort Game
IDEA: A feature to be able to put a BG support(having a tunnel to the outside world would be nice). Not sure if it's planned or not, but it would be awesome. Please don't flame me.
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Tue Sep 07, 2010 10:21 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Not a bad idea; I think the terrain is too crumbly, even the concrete. I dunno, maybe I play too much CC...
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Tue Sep 07, 2010 10:53 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
Please read the topic, Jacen. Heck, look back a page and you'll see that I've even sprited said supports.
Coops, I have no plans on abandoning this and haven't abandoned EXILE either, it's just on the backburner. I still have quite a lot of tweaking to do with many in-game values, especially the ones related to terrain collapsing and hurting the player (I want to have fall damage kick in a little later but ramp up faster, so that big falls really do screw you over.)
Joe: There's no concrete in game yet O_o
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Tue Sep 07, 2010 10:54 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Sorry, I meant the gray rocky tiles. Bedrock, maybe?
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Tue Sep 07, 2010 10:56 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
He probably means the lower level rocks. Digging a diagonal tunnel results in much dying... how are we going to dig in the face of such crumblyness in the final product?
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Tue Sep 07, 2010 10:57 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
1) with increased structural integrity of the ground. 2) with the ability to construct superior supports to the background cave.
The values are quite easily tweakable from where I'm standing, and I will increase the integrity soon, considering how much it's worrying people. Heck, I'll fiddle about with it this morning, if I have time.
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Tue Sep 07, 2010 11:16 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: Prelude: A Side Scrollin' Zombie Fort Game
You won't by any chance open-source this, will you? Or at least make it data driven?
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Wed Sep 08, 2010 12:25 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
Making flash data-driven is quite a PITA, but I might make a map format for sharing starting builds for some kind of community created content support. I'm not going to go all OSS on this though, as I intend to make some money from it at some point, and possibly reuse the code for more "premium" games (OTHERWISE springs to mind). I'd like to take somewhat of a valve-ish approach to making this engine, adding fun new things to it each game.
Currently I'm more concerned with (besides exams) getting this to a stage where it's playable and fun than letting other people make stuff in it, though do keep in mind that the idea is to build a largely emergent game, where you don't get everything handed to you and you figure out fun things to do. eg: -Oh, I can build trap towers to drop things on the ever-angry zeds to make my life easier when they get to me. -Oh, if I prop up this cave with supports as I go, I can get more stone out of it and build better walls more easily. -Oh, I'm not good at fighting zombies with my fists, I might take a machete next time. -Oh, don't walk on my mines.
I also like the idea of a starting build system, where you don't produce very much in the way of items (though you can produce tiles for building with) in-game and play around with what you can take with however many points. High scores will likely be divided by however many points you used bringing stuff to the game, so someone playing with 3 .22 rifles, a shotgun, an axe, a pick, a machete, 5 grenades and a prebuilt fort will gain far fewer points than someone who takes an axe, pick, and a .22 and builds from nothing. A few other balancing musings: Guns will run out of ammo and there'll be no way of replenishing said ammo, so savvy players will save their ammo for when there's a large wave and use melee or traps to kill any lone zeds. Everything in your inventory will contribute weight, which will be used as a scaler for many things. Thus, carrying a million guns for all the ammo or heaps of grenades is pointless if you plan on moving at all or not dying from small falls.
Obviously this means that I'll need a good inventory system, which is something I'm still working out.
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Wed Sep 08, 2010 5:00 am |
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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
Won't high-scores be scewey either by: Randomization means luck plays a role in your score, or: Identical start gets boring fast.
Anyways, a fire mechanic would be sweet.
Good luck with dem exams.
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Wed Sep 08, 2010 7:12 pm |
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