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Poll
Question: How easy do you need weapon coding to be to actually make one?
I can make my own without any API. - 2 (8.7%)
Providing a template will do the job - 9 (39.1%)
I want the process to be almost completely automated. - 5 (21.7%)
I will not make a weapon regardless of ease. - 2 (8.7%)
Wuts a wepon? - 5 (21.7%)
Total Voters: 20

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Author Topic: Soviet Undead (Back in Development!)  (Read 9813 times)
Dman
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I now know what this is from again.


« Reply #105 on: April 05, 2011, 08:56:07 pm »

Here's whats been going on currently:

-I rebuilt the entire tutorial ground up. There is no text anymore, it is all intuitive. It is timed, and accuracy counts!
-I finished working out the lighting kinks.

Now, what I am posting for is I need input. On the new map, there is an electricity system which can be used to do things around the map.

Now, I need to think of a way to turn the power back off once it's on. I'm on the fence between electric zombie rounds, power surges, timing how long power lasts, or just giving you a power ration for the entire map, and once its out you're down to your flashlight and wits. I'm also open to any suggestions.

If you want to have a say, post what you think should be able to turn off the power.


You could have a system like in Ascension with the monkeys. Generators of some sort could be damaged by zombies, and the lower the amount of electricity, the less things you could do with power. For example, a lightning trap may need 6000 volts, while a door may need 1000.
I like the this idea, but when you say "generators" do you mean there will be more than one? And questioning the other options, how would the electric zombie rounds work? As the electric zombies are alive for a longer time the power lowers? How would the power surges work? Every couple of rounds the power goes out and returns the next?
Yes, there would be multiple generators, so to keep power on you don't sit next to one and blast any undead who shamble by.
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what the fuck they know what is what but they dont know what is what what the fuck
Machidro
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Gardicolo time is over.


« Reply #106 on: April 05, 2011, 10:18:22 pm »

Here's whats been going on currently:

-I rebuilt the entire tutorial ground up. There is no text anymore, it is all intuitive. It is timed, and accuracy counts!
-I finished working out the lighting kinks.

Now, what I am posting for is I need input. On the new map, there is an electricity system which can be used to do things around the map.

Now, I need to think of a way to turn the power back off once it's on. I'm on the fence between electric zombie rounds, power surges, timing how long power lasts, or just giving you a power ration for the entire map, and once its out you're down to your flashlight and wits. I'm also open to any suggestions.

If you want to have a say, post what you think should be able to turn off the power.


You could have a system like in Ascension with the monkeys. Generators of some sort could be damaged by zombies, and the lower the amount of electricity, the less things you could do with power. For example, a lightning trap may need 6000 volts, while a door may need 1000.
I like the this idea, but when you say "generators" do you mean there will be more than one? And questioning the other options, how would the electric zombie rounds work? As the electric zombies are alive for a longer time the power lowers? How would the power surges work? Every couple of rounds the power goes out and returns the next?
Yes, there would be multiple generators, so to keep power on you don't sit next to one and blast any undead who shamble by.

This is how I'm imagining the final light map, after your guy's suggestions: The map starts out immersed in darkness, and you have to move around the dimly lit facility by flashlight.

To use the power, you have to turn on the three tertiary generators around the map. Once all three are enabled, the door on top the map to the generator opens, where you will have 30 seconds to use the Power room. Inside is the fuse box turn on, main generator and monitor, and an electric broadcast sender. Triggering power sending makes you leave the room to spend your power. To send power to other objects, you enable the power broadcast system. You then can use an object on a map that would require electricity, like a vending machine or a light, which disables zombie spawns in the room you use it in, allowing you to control how you want the zombie spawns to flow towards you and to see better.

When you want to use any power, it uses up some of the finite power the main generator holds. Once power hits zero, the generators all short, closing the power sending room and requiring you to reset the generators. Resetting generators increases the odds that there will be a Powerjacker Attack.

In the place of dopplegangers, there are pulsing red glowing zombies, Powerjackers. They will not appear until the power has been turned on, where the odds a round will occur increases. They fire red electric blasts and are very fast. They will do one of three things;

If the main generator door is open, it will not shut for the round, and you have to defend it from their attack. If they take down the generator, all power objects, including lights, are shut down, and you have to reenable the power.

If it is not opened, they will target the tertiary power generators. This will exhaust your power, kick you out of the power room if you are inside, and then they will proceed to target you, and with their powerful attacks and high speed, one does not want that happening.

Is this satisfactory, is it too complicated, or have any idea for improvement? Make your voice heard!
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ChowderBowl
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« Reply #107 on: April 06, 2011, 03:12:05 pm »

It sounds fine to me. Just to point out a few bugs, though, I often get stuck in doors if I run into them and there are certain times the zombies won't spawn and I'll have to restart.
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Ohey.
Machidro
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Gardicolo time is over.


« Reply #108 on: April 11, 2011, 07:40:37 pm »

Just working on getting the tutorial to save your scores so you can compete against yourself.

I posted a poll, its difficult game constructive criticism time: What is the games biggest flaw?

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bipolar bear
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Amateur Spriter


« Reply #109 on: April 13, 2011, 09:13:13 pm »

Hey everybody, I'm back now!
*pause for cheers*
Hooray!
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Machidro
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Gardicolo time is over.


« Reply #110 on: April 19, 2011, 11:41:48 pm »

The long awaited Soviet Undead: Version 4.5! is out!

Features:
A complete reboot of the entire collision system, including:
-No more getting stuck in zombies!
-No more getting stuck in barricades!
-Perk machines are no longer traps!
-Doors are no longer bear traps of doom!
An alpha tutorial is out!
The infrastructure to make maps in the dark!

The Build:


Update rolling out! Enjoy the new build!
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Floyd Pinkerton
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Is there anybody out there?


« Reply #111 on: April 20, 2011, 05:18:14 am »

can i have screens
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ChowderBowl
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« Reply #112 on: April 20, 2011, 06:52:55 am »

can i have screens

Nop.
If you want, though, I can take a few quick ones.
The long awaited Soviet Undead: Version 4.5! is out!

Features:
A complete reboot of the entire collision system, including:
-No more getting stuck in zombies!
-No more getting stuck in barricades!
-Perk machines are no longer traps!
-Doors are no longer bear traps of doom!
An alpha tutorial is out!
The infrastructure to make maps in the dark!

The Build:


Update rolling out! Enjoy the new build!

Huzzah!
I'll report back later.
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Ohey.
Liraxus
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Bugger


« Reply #113 on: April 20, 2011, 10:00:32 am »

So, a new zombie map called "Survive" is coming, all i know is it takes place on a wrecked ship i believe. I'll get more info soon.
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Tanks are trains Jockeys are hobbits
Spitters are pregnant Chargers are also trains
Hunters are springs Smokers are rapists
Boomers are porno girls Left 4 dead is awesome
Floyd Pinkerton
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Is there anybody out there?


« Reply #114 on: April 20, 2011, 10:44:17 am »

it isn't exiting  =/
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ChowderBowl
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« Reply #115 on: April 20, 2011, 04:12:43 pm »

Would it be possible to get the files individually?

Anywho, I just played it and found during the tutorial I will get slightly stuck when turning on the power when on the sprite, I'm not sure if this applies with every switch, though. Other small problems I found were attacking through doors and occasionally get stuck when running into a barrier.
I also noticed that knives were instant kills, in the actual game, it takes maybe 2 hits with a knife to kill a zombie. Though I'm sure you might want to do that, this being 2D instead of 3D.
In the room with the teddy bear in place of the mystery box on The Siege, you still have the ability to purchase an item from the mystery box but get no weapon.
« Last Edit: April 20, 2011, 04:34:06 pm by {BBH} Dr. ChowderBowl » Logged

Ohey.
Liraxus
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Bugger


« Reply #116 on: April 24, 2011, 10:09:38 am »

it isn't exiting  =/

Nazi zombies really isn't that exciting until you enter later rounds where it becomes hard to keep the zombies at bay, trust me, when i play nazi zombies i always move all over the place dodging and shooting zombies, not to mention its a pain since you can always get sneaked up on.
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Tanks are trains Jockeys are hobbits
Spitters are pregnant Chargers are also trains
Hunters are springs Smokers are rapists
Boomers are porno girls Left 4 dead is awesome
Dusty
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Dust in a box under a table


« Reply #117 on: April 24, 2011, 10:24:57 am »

He means exiting, not exciting.
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dr.stampy
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« Reply #118 on: April 24, 2011, 10:38:53 am »

mash the escape button
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Liraxus
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Bugger


« Reply #119 on: April 24, 2011, 10:41:52 am »

He means exiting, not exciting.

Oh fuck, i hate it when i misread something.
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Tanks are trains Jockeys are hobbits
Spitters are pregnant Chargers are also trains
Hunters are springs Smokers are rapists
Boomers are porno girls Left 4 dead is awesome
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