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Author Topic: The Zombocalypse Is Coming  (Read 41839 times)

Jonathan S. Fox

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Re: The Zombocalypse Is Coming
« Reply #150 on: July 31, 2011, 03:56:25 pm »

Soooo, progress?

Still on pause: Like LCS, I'm sure I'll get itching to work on it and then come back in a flurry of progress all at once. When I do, I will be sure to share the progress. :)
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ryan5050

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Re: The Zombocalypse Is Coming
« Reply #151 on: October 11, 2011, 08:27:16 am »

Oh Johnny Boy. When do you think there
Could be a playable Beta of something
Along those line's. ?
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Jonathan S. Fox

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Re: The Zombocalypse Is Coming
« Reply #152 on: December 09, 2011, 09:16:52 pm »

New video preview:

http://www.youtube.com/watch?v=h36CNbOLTBg

And a screenshot:

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Atomicdoom

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Re: The Zombocalypse Is Coming
« Reply #153 on: December 10, 2011, 03:34:54 am »

ZOMBIE FEASTS ON BRAINS
ZOMBIE FEASTS ON BRAINS
ZOMBIE FEASTS ON BRAINS
ZOMBIE FEASTS ON BRAINS
ZOMBIE FEASTS ON BRAINS
ZOMBIE FEASTS ON BRAINS
ZOMBIE FEASTS ON BRAINS
ZOMBIE FEASTS ON BRAINS
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Pesi

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Re: The Zombocalypse Is Coming
« Reply #154 on: December 10, 2011, 07:33:22 am »

When I thought this game would follow LCS a lot more closely, In my mind's eye the 'alert level' would depend on the loudness of the guns used. When I saw you using the shotgun, I thought I would see zombies coming in from off-map.

http://www.cracked.com/blog/7-famous-zombie-movie-weapons-that-would-get-you-killed/
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EuchreJack

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Re: The Zombocalypse Is Coming
« Reply #155 on: December 10, 2011, 03:17:17 pm »

That does bring up a good point: Zombies should migrate from off-map.  The player should never feel that they can just clear out all the Zombies and then safely loot the building.

Servant Corps

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Re: The Zombocalypse Is Coming
« Reply #156 on: December 10, 2011, 07:07:12 pm »

Here's something that I think should be in your initial release:

A game needs an endgoal, but that endgoal require some objectives for you to find. Someone mentioned the Madagascar endgame, where you try to escape, but why are you looting random buildings (other than to survive)?

My idea is that you try to loot these buildings to find information, about the zombies, the town, the rival human gangs, etc. Said fluff could be randomly generated as well, but it does need to provide valuable assistance to the player.

Why this information? That's what you will use ultimately to "purchase" the helicopter to escape to Madagascar. Fiat money would collapse in a post-apoc situation, and even if it's not a post-apoc situation, there would be a quarantine to prevent anyone from leaving. It's going to be hard to bribe soldiers with the limited amount of cash you can find on the street. But...if you have knowledge nobody else has, maybe that will be your ticket out of this dump (because knowledge is a very valuable commodity, necessary if anyone want to survive the spreading zombie threat).
« Last Edit: December 10, 2011, 07:11:31 pm by Servant Corps »
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nenjin

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Re: The Zombocalypse Is Coming
« Reply #157 on: December 12, 2011, 07:34:44 pm »

Reactions (all bearing in mind the pre-alpha state of the game):

1- Love the blood effect. Needs MOAR blood effect, for zombie impacts too. Maybe their blood looks darker and funkier and they don't leave blood trails.

2- Love the item view. Something about zoomed up pixel art that just clicks with me.

3- The zombies and PC are placeholders I assume? With smooth movement between tiles, it implies you'll be doing actual animations at some point?

4- The zombie tile was hard for me to distinguish what I was looking at. I knew it was "not player" but I couldn't exactly see the zombie in it.

5- Backpedaling seems too effective. Would it be possible to reduce movement speed when you're shooting in a direction opposite of your movement?

6- Smooth tile animations allows for some interesting zombie movement. For example, zombies could occasionally lunge or lurch an additional tile (basically randomly altering their movement speed per tick or based on player proximity.) Nothing is less dangerous than a target with finite and knowable movement capabilities. Zombies being able to lunge an additional tile would encourage people to keep their distance. And with smooth tile movement it would actually look like a lunge too, instead of a zombie moving two tiles rather than one like it would be in TBS. The game has this real-time action thing going on right now, which looks pretty good. But it seems fairly easy to trivialize the zombies, even if they could break through windows and doors. Randomly making them faster would add some more twitch goodness to this.

7- Seemed a little too easy to sneak past zombies. One would think they would have a higher detection radius than something bumping into them. Especially with the flashlight on.

8- Guns should have different styles of shots. For example, I expected the shotgun to have a spread fire animation. Right now you're abstracting the value of a close range shotgun blast because it's firing a single shot. If you changed it to fire a spread pattern, you could better emulate a close range shotgun blast by making it about how many pellets hit versus the range difference.

9- Zombies should home in on blood trails like flies to poop.

10- Melee seems underwhelming. I know this is an pre-alpha state, but looking forward to bumping stuff as a melee attack, I feel like it's going to need more to make it feel meaty. So, consider things like: knock back, knocking down or maybe even an attack animation (even something as minor as showing a strike animation on a zombie or a bite animation on the player when they take a hit.) Maybe it's just a purely visual thing right now....but there should be more cues. Like, the player tile should flicker when they've taken damage. You've got the sound effect and the life bar but it still feels a little hollow. Like it's still operating on a TBS philosophy. (In that cues are much less important because the player has time to look around and gather information. In real-time, the game has to do more of that work for the player.)

11- I don't know how keen you are on sound engineering, but I'll say I think ZSQ will benefit greatly from as much ambient sound as you can throw in there. Footsteps, doors opening, rain, wind, distant thunder, panting and groans of pain, I think these will all deliver on atmosphere in a way that even tons of lighting and fancy furniture tiles won't pull off. Since you've moved this to real time, the value of sound effects versus them in a TBS game just went up a lot.

Quote
A game needs an endgoal, but that endgoal require some objectives for you to find. Someone mentioned the Madagascar endgame, where you try to escape, but why are you looting random buildings (other than to survive)?

12- Agreed. If you're going the pure exploration/combat route for your first release, consider a goal-based objective. I.e., survive 20 days, reach a certain point in a certain building plot alive, find an item, find "the way out." Because without a serious dose of "you can't win this", games like this tend to only be good for a play through or two before you're seriously only playing it for its tactical purity. The thing about LCS ect...which I'm sure you're aware of, is the player attachment to their characters and to their grand strategic design. That's what takes LCS from "played it" to "love it." Without lots of customizable characters or a grand strategic approach to explore....the game will need something.

For example, compare Project Zomboid. It's got it all. Sound, graphics, combat, atmosphere, more mechanics than you can shake a dead cat at....and yet it still lacks that key goal for people to do other than "survive", which in their highly detailed but very limited world.....gets you about 2 to 3 play throughs before you're done and there's almost no drive to play. Even for games that claim to just be tests of survival, there's always got to be something more going on there than just the pure skill challenge.

I see ZSQ falling into the same trap, where focusing TOO MUCH on the minute to minute gameplay only leaves the player with minute to minute interest. I'm not trying to convince you to change your design plan, which seems like a solid route to go. I would leave yourself some space for other things to frame what the player is doing though. Because I'll be honest, most games that bill themselves as exploration games rarely have the content to actually justify it. And zombie apocalypse games tend to offer THE LEAST exploration value because they're always focused on finding the exact same things: food, ammo, safety. You know what's out there, the only mystery is what form it takes.

Compare that to a fantasy game where you're not only finding gear, you're finding special gear, you're finding unique environments, story elements and tons of additional game play things like trinkets, player abilities, and on......To me, that's exploration, where there are dozens of things I'm hoping to find, some of them with absolutely zero game play impact. For a zombie apocalypse game to really live up to an "exploration" claim, it has to have more than 100 buildings full of ammo, weapons, armor, zombies and food. Because by 30% of the game, you don't NEED those things. You may WANT those things, but they're not excellent compelling reasons to play.

As another example, Rogue Survivor had a few sites of interest. The CERBERUS or whatever organization with the cool buildings. There were sewers too, which were so horrifying I never had the courage to explore them. Beyond the world-based things of interest, there was this nice skill mechanics for humans and zombies that gave you reasons to try and survive longer, to play the game again and see what you hadn't seen. It was a good start and I think between that, and Fort Zombie, with its varying plot design, you can see what I'm getting at. Going through 12 generic buildings, even if they're reasonably furnished, to stock up on things to keep me playing longer, doesn't really make it an exploration game in my book. Once you're satisfied that you've got the structure down and it's fun, really focus on the world. Because it's your canvas, more than the mechanics, the zombies or the meta-game, and it's what people will rely on to entertain them. Even if all the other points of interest aren't as deep as they could be, an interesting world will keep me coming back just for the sense of being there, if it's been done well.

And as a last example, Left 4 Dead and Left 4 Dead 2. Some of the excellent moments in that game have nothing to do with shooting things or staying alive. I remember once when I actually stopped to look around at all the graffiti and wall textures...how much character leapt out at me. Messages to loved ones scrawled on walls, blood splatters, corpses in obviously staged positions telling little stories about what happened to them in their corner of hell. Not all of that is extensible to a top-down, 2d game but the spirit of it is. I'll kill as many ZEDs as I have to, to see a world detailed like that. (And one would hope it's done in a slightly more interesting way than what most zombies games do, which is writing "THE END IS NIGH" on every wall.)

Well that turned into a huge ramble but I hope you find some of that feedback useful.
« Last Edit: December 12, 2011, 08:25:43 pm by nenjin »
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nenjin

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Re: The Zombocalypse Is Coming
« Reply #158 on: December 12, 2011, 10:17:05 pm »

Just to expand on Servant Corps idea.

So you start the game with a clear objective: escape the infection zone.

Your first actual objective should be obvious though: find out where the evacuation point is.

You could fulfill this first objective in various ways. Maybe you walk by a radio and you hear a broadcast. Maybe you talk to a survivor. Maybe you read a bit of grafitti. Or you just run into it.

So your objectives update. "Head to the evacuation zone at (x)."

So you get to the evacuation zone after many trials and tribulations. But it's a security gate, and the gate is locked! New objective: Find the watch commander's key.

Maybe you find info to where they are, or you just search until you find their corpse. So let's say you find the key, but you get infected in the process. So now you need to find a cure before you can go through the evacuation point, since they won't let an infected person out.

So there's like, 5 sub objectives hidden under one master objective. With random placement and some decent scripting and varieties, it would make for a lot of replayability.
« Last Edit: December 12, 2011, 10:30:43 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

EuchreJack

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Re: The Zombocalypse Is Coming
« Reply #159 on: December 13, 2011, 02:43:02 am »

While I agree that moving backwards should be slower than moving forwards, I imagine that kiting would be the most effective way to fight zombies in real life, so it certainly shouldn't be nerfed too badly in-game.

Which brings up another point: How about hiding the area of the screen from the player that is behind the player?  I'm totally stealing this concept from the RPG Unrealworld, but in that game the player simply can not see what is behind them, but they can hear noises.  Scares the cr@p out of me, and it's not even a horror game.

They have a demo, so you can see the concept in action: Download page]http://www.jmp.fi/~smaarane/urw_downloads.html]Download page

You just download the game, and you can play each character for 10 days (in game, sometimes you get an extra day or two) without paying them.  Otherwise your character dies automatically (although in some of my games, it has basically been a mercy killing  :P ).

Actually, I've seen this mechanic in several other games.  In X-Com, the aliens would shoot at you from out of the dark.  In Mount & Blade, the evil AI seems to love getting behind me and stabbing me in the back (literally).  I've even seen the visibility limited to in front of the character in other RPGs.  I think it would greatly add to the fear in this game.

klingon13524

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Re: The Zombocalypse Is Coming
« Reply #160 on: December 13, 2011, 05:52:43 am »

Yeah, just be able to see one or two tiles behind you.
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ryan5050

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Re: The Zombocalypse Is Coming
« Reply #161 on: December 13, 2011, 12:06:01 pm »

Hey jon i saw it it looked very cool. (Business face)  8)

Many people see zombie diffrently Some think zombies should be slow and jerky in thier movement (Do to Rigor Mortis)
Or some like the dawn of the dead (Newer one) or left for dead zombies So i believe there should be a option To change these
Zombies. 



Ryan5050
« Last Edit: December 14, 2011, 11:02:32 am by ryan5050 »
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EuchreJack

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Re: The Zombocalypse Is Coming
« Reply #162 on: December 13, 2011, 11:43:55 pm »

Yeah, just be able to see one or two tiles behind you.

Actually, in all the games I've seen, you can't see any tiles behind you.  No early warning, just dying.

klingon13524

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Re: The Zombocalypse Is Coming
« Reply #163 on: December 14, 2011, 07:02:44 am »

Yeah, just be able to see one or two tiles behind you.

Actually, in all the games I've seen, you can't see any tiles behind you.  No early warning, just dying.
It would be logical to be able to hear if something is right behind you, and it would help some with game balance.
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Jonathan S. Fox

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Re: The Zombocalypse Is Coming
« Reply #164 on: December 14, 2011, 02:05:05 pm »

Thank you for all the suggestions -- I especially want to thank nenjin, with his/your huge list of cool ideas and reactions. Awesome and thank you! I'm still thinking about many of the ideas presented in this thread, but I want to respond to limited vision and facing issues, because it is a cool idea that comes with a huge bucket of problems for me if I were to implement it.

One approach to implementing facing would be to have the game automatically figure out what direction you're facing. Are you facing the direction of movement? Then you can't shoot while backpedaling. Are you facing the direction of shooting? That's going to be very frustrating because the direction you're shooting isn't directly under the player's control. In both cases, you need the ability to look around while standing still and doing nothing.

Having a lot riding on what direction the character is facing means you really have to give the player direct control over what direction the character is facing. That means the player has to handle another axis of input, not only in the heat of combat, but to do boring things like walk around a building. In UnReal World, for example, I can be standing next to my campfire, but need to actively think about how to move my character in order to step away from it and build something while still keeping the campfire in my field of view. It's very awkward and really doesn't serve a purpose most of the time. I actually think URW would be a better game without facing -- it would lose a fancy feature, but that fancy feature is rarely adding to the fun and constantly in the way.

It's much worse when the game is in real-time, because you need very fast facing controls -- a control stick or mouse, for example -- to keep the game from feeling like you're controlling a clunky robot. Humans are exceptionally agile, they can literally turn on a dime. Simply having a "steadily pivot left" and "steadily pivot right" pair of keys doesn't cut it unless you're playing a turn-based game, and even then it's extra button presses that normally don't matter.

Not having facing in the game just abstracts your awareness and streamlines basic actions. I do agree that it would be cool to have zombies able to come up behind you, but I think the cost of porting that feature to genres beyond turn-based tactical games like X-COM and Frozen Synapse, or first-person games, is too high to be worthwhile. I'm glad for the suggestion though, because I had to put a lot of time and thought into it to come to this conclusion. In this case though, I favor ease of use over coolness.

As a side note, because I'm planning to have mouse interaction with the HUD, and the mouse can easily leave the window and lose input in Flash, I don't want to tie facing to your mouse position. If you can't click "inventory" without your character looking at the south wall and getting helplessly chopped up by the zombies coming from the north, the game has a serious problem.
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