Simple Zombie Game [Devlog]

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Post » Sun Sep 25, 2016 5:19 pm

It looks really nice, I like it.
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Post » Sun Sep 25, 2016 9:10 pm

bood wrote:It looks really nice, I like it.


Thanks!
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Post » Wed Sep 28, 2016 4:41 am

Overload Test

Now that I'm moving along in the art area I need to focus on evolving the gameplay.

The zombies walk animation I created only looks okay if moving really slow. So I wanted to see how many of these zombies the player could take coming from one direction:

See for yourself here

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This doesn't factor in reloading time and only one direction instead of four, but lets just say I will probably have to make some faster moving zombies or other challenges...
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Post » Mon Oct 03, 2016 3:00 am

Working on a new aiming system. Not finished yet but let me know what you think:

Bigger area to hit the closer the enemy and the slower it gets the longer you aim

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Post » Mon Oct 03, 2016 1:51 pm

I like this thread, really nice and inspiring approach for the development process combined with educational tips for the ones who are interested. And I love the art! Keep it going. :)
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Post » Mon Oct 03, 2016 4:10 pm

AC Games wrote:I like this thread, really nice and inspiring approach for the development process combined with educational tips for the ones who are interested. And I love the art! Keep it going. :)


Thanks! I hadn't had much comments on the explanation of the events so wasn't sure anyone appreciated that. Now I will try to do another one soon!

Funny thing is I think most of the events I changed before I am completely redoing due to the change in gameplay and input. But that's game development for ya!
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Post » Tue Oct 04, 2016 8:48 am

Very nice thread - I enjoyed reading through this from start to last post :) Good luck in your development I like where this is going!
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Post » Tue Oct 04, 2016 2:00 pm

StefanSava wrote:Very nice thread - I enjoyed reading through this from start to last post :) Good luck in your development I like where this is going!


Thank you! I hope to have some time soon to post some more and work on it further.
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Post » Fri Oct 07, 2016 2:45 am

Events for New Targeting System

I wanted to post again showing some of the events for my fellow Construct developers. I apologize as this post may be a bit unorganized, images won't cover all the events pertaining to this topic, and a lot of basic boring events in the images. But I decided to post anyway to throw some stuff out there to anyone interested and feel free to ask me questions if you want to learn more about it. Also, I hope to clean up and organize all of this once it is more finalized, so sometimes explaining it to others can really help clarify it for myself.

So lets get to it:

Pointer Movement

I'll start with how the pointer moves back and forth across the bar as this is probably the most interesting part to other developers, even though it is really a simple lerp(). I'll start with the screenshot of the events:
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  • So first off it is contained in a deactivated group so it will only run when desired.
  • Arrow has two instance variables: Speed and Position
  • Every tick Arrow's position is set to lerp() where 0 is left border box of the bar and 1 is the right border box.
  • The Instance Variable 'Speed' is added to Instance Variable 'Progress' every tick (with the dt to make framerate independent)
  • Everytime arrow reaches either end (0 or 1) the speed slows down, this is to give the bonus of making it easier the longer you 'aim', and the direction is reversed. Could have just multiplied by -1 but didn't want to risk it running twice and cancelling out so used absolute value. To make positive take the absolute value, to make negative take the absolute value and times by -1 Example: abs(-10)*-1 is still -10

The other events below I won't really speak about as most are straightforward, setting position and visibility, etc. I use a lot of functions so it may be impossible to follow everything.

I will highlight one thing: setting the width of bar1, bar2, and bar 3. These respectively are for head shot, body shot, limb shot/grazing shot. The size they are based on depend on the distance of the enemy which is passed as a parameter to the function. I plan on tweaking the formula later when balancing testing but is basically subtracting the distance and dividing by numbers to found when testing.

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Feel free to ask any questions as I know I didn't cover everything. Hope a few enjoy and find it useful :P
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Post » Fri Oct 07, 2016 2:58 am

Slight Change to Aiming Bar Mechanics
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  • Got rid of "Aim" & "Shoot" button
  • Tap on the quadrant of the screen you are on to fire
  • Tap on a quadrant of the screen you are not on to cancel fire and move

Think this is a great help as your eyes stay closer to your target so you can catch the animation and also gets rid of the tiny tap target (where if you miss it you move across the screen).

Planning on trying to find a better look for the bar. Right now am thinking to make it smaller, outline (maybe in white), and possible changing the arrow to crosshairs. I kind of like the green, even though doesn't make logical sense feels it matches the theme & art.

Also, I need to stop procrastinating on redoing the movement animations! That is the main reason I haven't posted links to any demos or tests—too embarrassed of that movement and try to capture screenshots without him moving, ha.

Note: Will probably reduce the size of the headshot bar—either I'm getting good or it is too big.
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