1 Bar Design - Updates and Discussion - NEW SITE + PW
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Well frankly I'd love to test this new version you have there, but it's been at least a week since I last managed to connect to your site. And with several different computers, mind you.
Any chances of moving to a different host or something?
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Thu Sep 23, 2010 9:20 pm |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I just don't think the blocks break right. It's unreasonable.
Half the time they randomly break if there is a block 5 spaces down and 2 to the right. (I'm not serious, just exaggerating. Maybe like 3 down and 1 to the right.)
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Thu Sep 23, 2010 9:25 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
When looking at the FPS window and whatnot it should show the stress on the tiles so you know what, where, and why stuff is happening and whether or not its gonna crumble.. That way you can see what needs improving and what needs to be tweaked.
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Thu Sep 23, 2010 9:50 pm |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: Prelude: A Side Scrollin' Zombie Fort Game
What?
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Thu Sep 23, 2010 10:13 pm |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Um geti... just out of curiosity did you happen to change anything on the webpage?
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Fri Sep 24, 2010 1:24 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
zeno39 wrote: Um geti... just out of curiosity did you happen to change anything on the webpage? Yes, just about everything. Coops9753 wrote: When looking at the FPS window. That's the game console, not just an fps window. I might put in some sort of "view how much stress this tile is under" type of view at some point but not for a while. Areku wrote: Well frankly I'd love to test this new version you have there, but it's been at least a week since I last managed to connect to your site. Really? I have no trouble from any computer at all in this country Hooray, my avatar has expired it seems <_<
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Fri Sep 24, 2010 3:52 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
Once you put in more support Imagine how much cooler this place would look. Im enjoying this game too much..
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Fri Sep 24, 2010 4:06 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
Quite a few bugs have been fixed, and the items now work on a raycast rather than relative positions. This means that firearms will be possible soon, hooray! Support hasn't been raised on the various tiles yet though, I need to do a bit of work on the actual support algos before tweaking those values (to prevent a lot of stuff from behaving badly).
Now, I'm going away for a week, I might be able to get a bit of work done on this but it'll be away from the computer (I probably need it). I'll do quite a bit of design work on it though and hopefully I'll get the vegetation coding done when I'm away (if anything just to make the levels more interesting), though no promises.
oh also I got some work done on making unexposed tiles unseeable but I really need to soften the effect before I release that, sadly. However, I now know of an option for the super-sonic indication setup which won't take a horrid amount of time, so that's one step closer too, for all those of you that want it.
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Fri Sep 24, 2010 1:59 pm |
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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
Will this mostly be a building sandbox or what will the finished gameplay look like?
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Fri Sep 24, 2010 6:30 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
A surprise appearance by me! Righto, I'm going to go into a lot more detail on this in the design doc, but essentially gameplay will consist of you exploring a procedural (hopefully streaming, minecraft style) world in "day" sections. The zombies require light to function (photosynthesis), so sleeping rough is only an issue if you're in an area with agressive fauna (and have medication and food and whatnot to keep your stamina up and any disease at bay). You'll pretty much be free to do as you please (at least at the beginning, though there might be options to take "contracts" for more concrete objectives) digging and building and surviving and exploring, but the zombies (attracted by any noisy conduct) and the local fauna will provide things to kill and also limited food. Essentially it'll be a survival sim, with zombies. There could be some win conditions (escape and rescue via finding a radio and contacting someone) in basic survival but there'll also probably be "point rush" modes where you have say, 2-7 days (~8-30 minutes irl (1 in game day will be about 4 minutes)) where you try to amass as many points/minerals/items/artefacts/whatever in that time. Beh, I've got to go. Sorry for unfinished ramblings.
So no, not a construction sim. That's just the current state.
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Sat Sep 25, 2010 11:42 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
Made good progress over the last few nights, managed to get some time to work on it around seeing a million people (exaggeration) and driving 400km (not exaggeration) and got vegetation drafted (I want to do a lot more with grass and flowers, and I haven't even touched on trees yet ) and made a basic "you can only see the surface of the landscape" thang, which took way, way too long in hindsight. I've got to reconsider some support stuff to get supports working over a much larger distance and actually doing good things for the background of tunnels, but the stuff I've added does a few good things for the atmosphere without changing the gameplay very much. oh, oh, also made "dust" gibs for damaged terrain, which prevents gravel showers from killing you so quickly but sort of makes killing zombies with cave-ins near impossible, so I'll see what I can do next time I get some time to work on it. Working on getting a load/save system happening too. All I've managed to do inthusfar though is make the saves take a lot of time to load (much larger file) but actually loading the saved level didn't work at all. Only ~10min have gone into trying to get that working though, so no biggie. I'll work it out.
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Thu Sep 30, 2010 5:04 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
The construction system is wierd. On the Left side I have four blocks ontop of each other, but on the other side I have three and if I put another one ontop, then it gibbs. Also you can cluster-bomb zombies by creating boxes in midair above them, it's much more effective than hacking at them with your knife. When do we get GUNS?
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Thu Sep 30, 2010 5:24 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Dayum this is pretty sweet. Also, sometimes blocks don't gib above zombies.
The only thing i'm worried about is that some retard is going to tell you it's a copy of minecraft in 2D.
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Thu Sep 30, 2010 5:30 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
Already happened a few weeks ago, so yeah.
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Thu Sep 30, 2010 12:25 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
Yeah, the comparisons between this and minecraft have been happening for a while. I'm getting back home today at some point, so I'll likely get the new build up (after removing all the experimental stuff <_<) within 24 hours. The support stuff hasn't been fixed, sadly, but I'll figure something out soon enough, I hope. I'm just hoping I don't have to re-write a lot of it, considering the length of it. dragonxp wrote: Also, sometimes blocks don't gib above zombies. ?? I'm confused about what you mean with this.. Major wrote: The construction system is wierd. Also you can cluster-bomb zombies by creating boxes in midair above them, it's much more effective than hacking at them with your knife. When do we get GUNS? First two are related to both the support system issues and the fact that mouse-construction is a debug feature and not indended as anything resembling final. A .22 rifle is coming soon, just don't expect it to be as punchy as I'm assuming you want, these zombies aren't the standard "shoot 'em in the face!" kind, and a .22 will take a good 3-5 or so shots to drop one.
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Fri Oct 01, 2010 11:39 pm |
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