1 Bar Design - Updates and Discussion - NEW SITE + PW
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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
Maybe run like a ♥♥♥♥♥ and try to collapse tunnels on them. That's what I do.
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Sat Oct 02, 2010 12:28 am |
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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
Tunnels need to be able to make more tunnel stuff underneath them so a cliff lowers and/or falls on top of you. I think you may have mentioned this already though.
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Sat Oct 02, 2010 1:13 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
UPDATEDComments on the new stuff welcome. JacenHanLovesLegos wrote: Tunnels need to be able to make more tunnel stuff underneath them so a cliff lowers and/or falls on top of you. I think you may have mentioned this already though. I need to find a good way of doing this, I'll look into it again but it's not a huge priority at the moment. It'll definitely be in the final game, I just aren't sure of how best to do it yet.. findude wrote: But yeah, what is the gameplay against these uberzombies going to be? You can't melee one without taking atleast a hit, ammo is going to be limited, and all that. What is the player going to do in the final game? The medical side of the game is going to be very important. Think medkits, disinfectants, maybe splints and whatnot if I ever split actors into components. Essentially, keeping your medical supplies in order will be important if you decide to take the zombies in melee, but there'll be a lot of other tactical opportunities (pitfalls, spikes, guns, bombs, mines, running like a ♥♥♥♥♥ and trying to collapse the terrain on them) to prevent the "slash slash slash run heal slash slash" option from being the only one. alphagamer774 wrote: I vote making it a single-shot. No reload, just long fire times. The "vanilla" (read: not needing unlocks) .22 will be a single shot bolt action deal. There'll be mag and clip-fed stuff too though. I'm not sure about what I'll do for shotguns at the moment... They're awesome and all, but I don't think straight raycasts will cut it so I'll need to get some sort of decent particle physics system happening (the current system doesn't work at high speeds). uh, yeah. oh, screenshot, this is about as long as the grass gets for the most part.  I'll get onto having grass grow and a spore dispersal system and whatnot soon, going to fix some bugs and maybe get onto the .22, but I'm bloody tired from flying today, got up at 5am, got home at 5pm. ugh.
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Sat Oct 02, 2010 6:35 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
Hm, not working. Pressing start game simply resets it to the main menu again.
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Sat Oct 02, 2010 6:49 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
Wipe your save. I'll put something about that into the page, actually, considering how many issues leftover .sols are causing <_<
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Sat Oct 02, 2010 7:11 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
Bandaids heal everything!
Have you thought about having an attachement system for the guns?
The grass is a bit long, maybe make the highest ones we have now hay-ish instead? Their color is clashing with the background, though. The FoV system works quite nicely.
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Sat Oct 02, 2010 11:20 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
findude wrote: Have you thought about having an attachment system for the guns? The grass is a bit long, maybe make the highest ones we have now hay-ish instead? Their colour is clashing with the background, though. The FoV system works quite nicely. I have, but I figure it'll end up complicating things to no end. I'll likely have some guns which have secondary functions (grenade launcher and whatnot) though, just not a full blown "customise your gun down to the tape used to fasten the sheepskin to your stock!" deal. The grass will grow each day, the grass being so long is intentional because it hides the zombies quite effectively at it's longest. I might do some colour fiddling, but not too much for now. I'm planning on having a large number of plant species anyway, so why not just add a yellow grass as well? I've got to get the spreading/growing shindig going first though. Glad you like the FoV, took a bit of fiddling to get it not lagging <_<
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Sat Oct 02, 2010 12:09 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
Here's an idea for the collapse. When they hit the ground(after falling instead of crumbling) they could generate a cloud of dust. While the cloud of dust is up, you could take the amount of blocks in the collapse and place the same amount of blocks in a different position before the cloud goes down. Also, to prevent players from getting in the cloud and getting bugged, you could have it knock them down or something.
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Sat Oct 02, 2010 1:43 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
Geti, yo website: Pre-visited links are nigh-on invisible against the background. Just sayin'.
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Sat Oct 02, 2010 3:09 pm |
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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
Ladders :3
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Sat Oct 02, 2010 3:26 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
Barnox wrote: Pre-visited links are nigh-on invisible against the background. Just sayin'. Hmmn, sounds like my moniter's contrast is out. I'll darken them a little. Will come at the same time as spikes for your spike pit, I don't have custom overlap for anything yet, and both of them will require that. JacenHanLovesLegos wrote: stuff That would be a nightmare to code, especially with the current physics engine. I'm totally not working on the .22 now, nuh uh. 
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Sat Oct 02, 2010 10:36 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
Actually combat isn't that hard now. You can hit and run fairly easily, provided you have some space to work with.
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Sat Oct 02, 2010 10:37 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
Especially if you're using the shovel to get some reach and the machete to finish them. Done writing ammo handling and all the extra raytracing, lalala
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Sat Oct 02, 2010 11:31 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
UPDATEEnjoy your gun. You've got 50 bullets on you at spawn, and it's fired single shot. There are some issues I'm going to work out soon enough, and I need some feedback on whether the current 30 degrees of aim difference is acceptable or if I should increase it to 45. I'm considering putting more aim angles in for firearms, we'll see what comes of that though because unless I change the system that would be a horrible amount of spriting. Sprites are placeholders, as is the bullet line. Oh yeah, you can hit esc to drop back to the main menu as well.
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Sun Oct 03, 2010 2:23 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
Holy ♥♥♥♥ stats are cool today. Average play time: 22:54! For a flash game that I'm in the middle of making, ~20 minutes per person isn't bad at all. Yesterday (with half the people playing it) the average was more than 24 minutes!
Tiles destroyed to date: 314,511! Zombies killed: 32,373! All that for 1,455 deaths, in 2,017 games and 1,120 loads. Sure, it's nothing on a big release by weasel, but I'm stoked that something I've only spent a few weeks on can keep people occupied for so long. I've got over 190 logged and processed hours (processing takes about a day) of play time. That's more than twice the time I've spent making the thing all up. Huzzah!
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Sun Oct 03, 2010 6:28 am |
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