EDIT: CHECK OUT THE PAGE AND DOWNLOAD THE NEW DEMO W/ THE LEVEL DESIGNERKickstarter | FacebookPlease support me in actually DOING SOMETHING with my skills and releasing a high quality game on multiple platforms.
The game seems like a "mindless-zombie-shooter" at first because initially, that's what it is. As you gain experience points through playing the game, you will be able to unlock new gameplay customization options that will allow you to completely change the way the game plays.Slow paced avoidance.Blazing fast run-n-gun.Exploration-focused side scroller.It is LITERALLY what you make it to be.Please share my Kickstarter Page (Level Designer UP)
Posted by Acid on April 12, 2013, 11:18 a.m.
Probably something more fast and upbeat. Your game doesn't seem like the typical and depressing zombie apocalypse type thing, which could be a good thing. It seems like it's a bit lighthearted and it would seem right for it to be represented that way through its music.
I dunno if you have experience making chiptune music, but It'd be safe to have more of a chiptune style for the game's music, probably. Tug on those nostalgia bones a bit.Also, I'd like to see more humor and personality in the game. Like, have a setting, where every so few kills, the main character says like a snappy one liner, or probably references to some classic games like zombies ate my neighbors or something, I dunno. Probably even references to movies.That'd seem cool.Level editor needs to be able to draw straight lines.
I was tired as hell and had a hard time staying awake at that point, and now I feel like I need to upload a new video.
It's very easy to draw straight lines. :(@cyrus: What would you rather me title it? XD
New demo is up… ch-ch-ch-check it out. http://kck.st/ZPPAWYSeriously, if you don't check it out and give me feedback, I'll be sad.Timeline of my experience:
4:17 - Started up Vmware, booting Windows.4:20 - Smoke (That totally wasn't expected, to be honest)4:21 - Wow, 15 megabytes. I remember when the GM games being 3MB caused an uproar, heh.4:22 - Download done, extracted / reading README.txt Your readme sucks :(4:23 - Launching game.4:24 - Okay… so the game is loaded, I guess I am in the level editor. Your menu options need to have an actual background behind them that block clicks through it. I don't like how I have to place down a wall when I hit the sound button, WHICH I also have no sound, so not sure what is up with that.4:25 - OH. The sound is just really faint. You might want to increase the loudness.4:26 - Decided to go to the menu. I like the menu a lot, especially the side-pane with your options. The right side is a bit vague and I have no idea what that shit is for. You should redo all the right side stuff, it looks like poop and is going to be hard to scale I would imagine. 4:27 - God damnit. Caused the game to close. I also can't figure out how to close the menu..4:31 - This game will not be fun as a single player game, I feel. You need massive maps, a level editor that can create large areas (including importing resources?)You also are going to want to make your guns more… …gunly. They shake your viewport (randomly?). This should be more of a shoot back then slowly come back forward, in the opposite direction of the gun. (Kickback, not shake)Lighting lighting lighting. Include a lighting engine. Shadows too. And make the walls actually textured wall, not just gray. COOL IDEA: RTS / Zombie game. You build a fortress (as a team? online?) and must defend it. In-game building, maybe? Multiple tier buildings, etc. There was a game made by Paul Human (Phubans I think), I feel like a larger / more detailed version of this spriting style was great and would work great here too perhaps: http://sandbox.yoyogames.com/games/4158 (That level of detail– AT LEAST. I hate how much grass there is.)Your zombies are not intelligent enough. This is vague, I know. I am also assuming that you will include arms in a later version… That will probably be a cool visualization.The gore is in the wrong perspectiveThat's enough for nowMy general experience with (and merciless criticism of) the current prototype:
I like the idea (perfectly customizable shooter game) and I can sort of see where it's going, besides, even what you currently have is really polished and intuitive, but it lacks some core elements that would make the idea work.There are two very important problems as of now:1. What ChIkEn said: Your zombies are not intelligent enough. They just run in a straight line, even GM's default drag-and-drop object avoidance would make it more interesting, but it probably still won't be enough. Basically, every time you try to make the experience something other than Crimsonland-style arena shooter, it gets completely ruined by no AI.2. Level design is severely constrained by zombies always spawning on the edges and weapons spawning all over the place. Again, I tried making a "city" map and this plus no AI completely ruined it.Finally, a smaller but important issue: bullets are buggy, they don't spawn when they stand near the wall (or rather, spawn and disappear instantly because their spawning area overlaps with with the wall). This basically prevents you from shooting in tight corridors (spawn bullets in front of player, based on direction they face, maybe?).Some other suggestions:1. Make zombie AI better (duh) - in fact, it could be a customizable feature, like everything else.2. Add more map customization - like zombie-spawning areas (by default: around the level) and areas the player can't cross, but zombies can (again, surrounding the level by default). Same for spawning weapons (specific weapon-spawning areas, or a setting to spawn weapons anywhere).3. Maybe an optional victory goal (sets of "beacons" you need to reach to win? this would allow for linear levels, or "collection" levels)4. The walls look cool, but in the level editor, their foundations should be way more visible (besides, add an option to display grid on the whole map, maybe?)5. More interaction with the environment: Give zombies an optional setting letting them tear down walls. Make walls of different height and resistance. Add windows that the player can shoot through, but zombies can't cross (but maybe can tear them down).6. An option to reload weapons instead of dropping them and having infinite ammo (p.s. "R" for restarting the map is confusing and I often ended up pressing it by accident!)Single player could consist of scenarios combining maps with map settings, somewhat related to what they unlock as you beat them (e.g. a level where you have infinite ammo and need to defend yourself using just one weapon could unlock an infinite ammo setting, a shooting gallery-esque map where you have to shoot zombies through windows could unlock windows as an editor feature, etc.).I have no admit creating maps for this and playing them instantly is easy and fun. I also like your graphic style. If you add an option to save and load multiple maps as external files, I'll definitely try and make some interesting ones for this game.@ryan: I've tested the sound on a number of speakers… Are you sure your sound isn't turned down low? Also, I appreciate the feedback on the AI. I know it's simplistic, I just didn't want to devote a lot of time to coding AI when I would just be reprograming everything in the final version anyway. But I still feel I could have made it a bit better. If I have some time while studying calc tonight I'll fit that in.
I like your ideas for different games, but that's not the game I wanted to make. The game isn't where I want it to be because it's a prototype, but I'm 100% sure that almost everyone will "get" it when it's finished.@cesque: I feel good that you actually played my game, because I love your stuff man! Everything that you said in "other suggestions" will actually be incorporated into the full game! Really, the only thing I didn't look into and forsee was the bullets. But I'll definitely do that asap. Thanks!http://kck.st/ZPPAWY
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