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  Zombie Nauts [0.5.0]  (Read 14147 times)
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Offline Jacob Pickens
« Reply #30 - Posted 2014-03-09 00:59:46 »

Zombie Nauts 0.1.0 Released!

Change Log:
- Fixed all collision bugs
- Added ammo
- Added score
- Added increasing zombie spawn rate according to score
- Added increasing zombie hitpoints according to score
- Added zombie knockback when hitpoints are above 1

Screenshot:
Click to Play


Download: (Windows, Mac)

Source: PM me for it
Online LiquidNitrogen
« Reply #31 - Posted 2014-03-09 01:18:17 »

lol thats out of control.

Offline Jacob Pickens
« Reply #32 - Posted 2014-03-09 01:19:16 »

Ya it gets hard Tongue what do you think of this release?
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online LiquidNitrogen
« Reply #33 - Posted 2014-03-09 01:27:00 »

I didn't download any previous versions, but it looks good now. The graphic style is coherent, apart from the bullets being too small perhaps?

The mouse control is a bit funny, when you're moving around it can be hard to keep the mouse in a position that will make you still shoot the direction you wanted to. Its also easy to click outside the window which doesn't help with staying alive. I would probably prefer to shoot with the space bar and maybe be able to jump around a bit.

Offline Jacob Pickens
« Reply #34 - Posted 2014-03-09 01:29:02 »

All of that is fixable. The spacebar thing would work well. Can't wait for 0.2.0 now!
Offline Gibbo3771
« Reply #35 - Posted 2014-03-09 11:45:21 »

To build on my idea, have the zombie speed varied by a factor of 0.8 to 1.2 or so, this allows the player to pick target priority between their left and right.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline trollwarrior1
« Reply #36 - Posted 2014-03-09 11:49:27 »

Flaming spirit and inspiration is fine, but you post updates every day and say "can't wait" even though 1 day has passed since last update.. I mean, shouldn't one actually make the game playable first and then say things like "can't wait?"
Offline Jacob Pickens
« Reply #37 - Posted 2014-03-09 16:04:40 »

@Gibbo I wouldve never thought of that! I will write that in my TODO list for 0.2.0
@Troll I happen to be a very enthusiastic programmer. Tongue
Offline Jacob Pickens
« Reply #38 - Posted 2014-03-09 20:25:49 »

I would love a little bit more feedback on the game so far. I need some more features to fill in 0.2.0 (4 more to be exact). Maybe some new weapons, tweaks to spawning, all of the such. I need just some interesting features to get some more interested people in this game. So if anyone wants to spend a few minutes I'd be eternaly grateful. Tongue
Offline Drenius
« Reply #39 - Posted 2014-03-09 20:35:16 »

Did you watch the youtube link I posted some days ago? It has a lot of relation to your game.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Jacob Pickens
« Reply #40 - Posted 2014-03-09 20:37:30 »

Tht extra credits thing. I'm watching it right now! Tongue I really like it. I just haven't found much things that are relevant to my game right now. Maybe I'm looking in the wrong playlist.
Online LiquidNitrogen
« Reply #41 - Posted 2014-03-09 20:38:31 »

You could make the RMB throw a bomb. Just add more variety in the attackers. I think youre quite limited in what you can add because of your very small range of movement. Its basically 1 dimensional, so you cant even use the sort of mechanics that a space invaders game uses. Therefore you either need to increase the basic character movement to allow a greater variety of events to be physically possible, or you need to be extremely creative to come up with ideas that work on a 1 dimensional playing field.

Offline Drenius
« Reply #42 - Posted 2014-03-09 20:39:50 »

No, this.
Extra Credits is helpful, but not very specific.
Offline Jacob Pickens
« Reply #43 - Posted 2014-03-09 20:42:21 »

I'm actually adding in a survival mode right after this arcade mode. Survival mode will be side scrolling, have randomly spawned buildings spread out along the 1 dimensional plane. You can enter houses and loot them. After looting a house there is another 5 minutes where you have to wait for the loot to regenerate. You will have a day night cycle, food bar, health bar, zombies won't drop anything important, you'll be able to fortify houses, and maybe some other features. So, ya!

EDIT: Oh ya I looked into that a little. I wrote some mental notes I plan on adding into my game later.
Online LiquidNitrogen
« Reply #44 - Posted 2014-03-09 20:47:05 »

That sounds good. Maybe you would be better off building survival mode first as the main part of the game, and arcade a sub-level where you have to defend the building/street/whatever that you are in from attack for X-amount-of-time.

Online LiquidNitrogen
« Reply #45 - Posted 2014-03-09 20:56:45 »

If the zombies are nauts.. maybe they aught to be in a space setting, rather than a place with houses. All your crew has turned into zombies, so you not only have to survive, but you also have to escape to somewhere.

Offline Jacob Pickens
« Reply #46 - Posted 2014-03-09 20:58:28 »

The zombies aren't nauts lol. The player is a zombie naut, an elite unit of a zombie purge. Ya, I wrote a story a while back, never implemented it.
Offline Jacob Pickens
« Reply #47 - Posted 2014-03-09 21:10:16 »

It's been decided. I shall add the very primal features of survival mode in 0.2.0! All the planned features that were formerly in place will be pushed to a later date after survival is perfected. Can't Wait! (I'm sure people are getting sick of me saying that)
Online LiquidNitrogen
« Reply #48 - Posted 2014-03-09 21:20:32 »

Have you got a good over-all plan for survival mode? It could be quite fun if you do it right.

Offline Jacob Pickens
« Reply #49 - Posted 2014-03-09 21:26:29 »

Plan... as in what? I mean I have a vague plan in my mind on what it should be like but nothing on paper yet.

EDIT: For those who care, I think I might slap up a continuous livestream of the entire development of pretty much the entire game. Why? Because I'm bored!
Offline Jacob Pickens
« Reply #50 - Posted 2014-03-09 22:34:24 »

LiveStream: Here!

The livestream should be up! However, I will be eating dinner for a couple minutes (more like 30) sooooo.
Offline Jacob Pickens
« Reply #51 - Posted 2014-03-09 23:43:29 »

Nevermind the live stream. Mac's don't like livestreaming apparently. Anyways anyone have any good Survival mode ideas?
Offline Jacob Pickens
« Reply #52 - Posted 2014-03-10 04:28:06 »

If anyone can recommend me some loading techniques that would be great because this new update will probably need it.
Online LiquidNitrogen
« Reply #53 - Posted 2014-03-10 04:30:40 »

display a loading screen, load your stuff, go to main menu screen.

if you have a problem with loading time once you get to the point of having 10,000 hand drawn sprites, then you can do something about it later Tongue

Offline Jacob Pickens
« Reply #54 - Posted 2014-03-10 04:34:13 »

u've played it b4 right. It's pretty slow as is, and there isn't many sprites yet it loads very slowly.
Online LiquidNitrogen
« Reply #55 - Posted 2014-03-10 05:29:02 »

i just ran it again and it loaded in less than 2 seconds. dont worry about details like that, make the game awesome first.

Offline Jacob Pickens
« Reply #56 - Posted 2014-03-10 05:29:53 »

Dang u must have a bad ass computer.
Online LiquidNitrogen
« Reply #57 - Posted 2014-03-10 05:35:33 »

no, i have a 5 year old laptop.

Offline Jacob Pickens
« Reply #58 - Posted 2014-03-10 05:41:04 »

Damn, It feels like forever on my Mac Mini. I do have terrible perception of time though, and I'm used to games loading instantaneously. Maybe I'm putting the cart before the horse here. Soon though, loading times will skyrocket. Considering the fact that I will be loading in some nice and diverse houses and buildings in survival mode.
Offline Jacob Pickens
« Reply #59 - Posted 2014-03-10 06:23:52 »

0.2.0 is coming along quite nicely. By that I mean I'm staying up all night on a school night and only typed 2 lines of code. Only progress so far: I added some tiles to the newly formed survival world. Wink Gawd damn I hope their isn't ISTEP tomorrow. lol Tongue
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