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Author Topic: Infected Slaughter: Grab a friend, B5_01 is on it's way!  (Read 43646 times)
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Yeah so now I have an idea


« Reply #480 on: December 06, 2010, 07:03:56 pm »

I could help you once I get finished with udp garrison

which won't be for a long, long time :/
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« Reply #481 on: December 06, 2010, 08:35:54 pm »

I've said from the start that he will have little influence on this project, while he , along with anyone else, is free to do what ever he wants with his own modified client (which is why I release the .gmk along with the latest .exe). Of course there will be similarities in updates for both the official and his own, take the chainsaw for example, soon or latter there will be melee weapons, and more likely than not I'll throw in a chainsaw as it's the ol' classic choice for zombie slaughtering.


So yea, I'm pretty much ignoring him.  Drolling

The chainsaw actually was originally going to be using melee. It was going to work like it does in left 4 dead 2, you hit them, zombie gets off of you temporarily, letting you shoot it. I accidently put the punch in the wrong section for clicks, and instead of making a single swing sound it made a chainsaw buzz sound and made gore fly everywhere. The rest was history.

On a side note, melee could easily work with the chainsaw's current system, all it needs is sprites, for the chainsaw's attack to be moved to the Glob mouse pressed, and an mp avoid step from the player attached to the zombie hit code.

Though I understand your point of view, I'm kind of bummed out about lack of open communication. The game's development could really go somewhere quickly with proper collaboration between multiple people. I'm just trying to help out, whether you embrace changes or ignore them is your call.
« Last Edit: December 06, 2010, 08:36:29 pm by tiscooler » Logged

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aptanananananator
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« Reply #482 on: December 06, 2010, 11:45:16 pm »

You can't force your way into being a dev for the project though, and if your help isn't wanted here there's plenty of other places it might be.

Just my 2 cents.
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« Reply #483 on: December 07, 2010, 01:06:24 am »

You can't force your way into being a dev for the project though, and if your help isn't wanted here there's plenty of other places it might be.

Just my 2 cents.
True enough. However, if nothing else, I believe I directly or indirectly spurred skeleton to get back into the project. Now that he's back, time for a new approach.

What he said about making a mod is interesting. Kind of like an offshoot version, perhaps, based off the engine and sprites but different in content. Doing some thinking out loud here.

I'm interested in taking a version of the idea in a different direction: a mode from the zombie's point of view. Like a Left 4 Dead zombie versus mode. You'd play a strong fast zombie, and the AI would aim to kill you and other zombies. Human tries to get from point A to point B, Your goal is to stop him. If he gets there, you lose, and without your direct intervention, he will get there, so you must stop him and lead him into the zombies. Noncompetitive with the current build, and allows me to fill my quest to make something with zombies in it.

AI is a bit hard, but I think its possible. Just make it so the gunman chooses a random gun based on how many zombies are alive, avoid zombies, find his path towards the finish, and aims for zombies. Zombies can work the same, just change their target to the human and not the player. Hud can always have that red hue, so it's a point of view of the zombie. All that would be needed is AI, a map for him to travel through, and some spawns to be attacked from. Could call it infected survival, or zombie mode, or something along those lines.

Will start this friday time permitting.
« Last Edit: December 07, 2010, 01:18:41 am by tiscooler » Logged

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« Reply #484 on: December 07, 2010, 01:44:14 am »

Or call it UNinfected Slaughter
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Machidro
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« Reply #485 on: December 09, 2010, 09:38:36 pm »

I just got pathfinding working, its on its way! I need to figure out how to make it shoot at enemies now.

« Last Edit: December 09, 2010, 09:39:04 pm by tiscooler » Logged

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« Reply #486 on: December 09, 2010, 10:17:19 pm »

Okay, why don`t you make a new topic?
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« Reply #487 on: December 09, 2010, 10:20:27 pm »

Okay, why don`t you make a new topic?
Cause it's a mod of this game Drolling
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« Reply #488 on: December 09, 2010, 10:24:55 pm »

Okay, why don`t you make a new topic?
Cause it's a mod of this game Drolling

Yeah. Plus, they pretty much are related. Its more of a you play the zombie to kill the human mod, not a full new game.
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« Reply #489 on: December 09, 2010, 10:30:00 pm »

Okay, why don`t you make a new topic?
Cause it's a mod of this game Drolling

Yeah. Plus, they pretty much are related. Its more of a you play the zombie to kill the human mod, not a full new game.
Well, GGC is a mod Shocked.
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« Reply #490 on: December 09, 2010, 10:31:53 pm »

Okay, why don`t you make a new topic?
Cause it's a mod of this game Drolling

Yeah. Plus, they pretty much are related. Its more of a you play the zombie to kill the human mod, not a full new game.
Well, GGC is a mod Shocked.

It's the same game, plus a mod. Its not it's own thing, its really more of an expansion.
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« Reply #491 on: December 09, 2010, 10:35:12 pm »

GGC is also a HUGE mod.
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« Reply #492 on: December 09, 2010, 10:54:28 pm »

GGC is also a HUGE mod.

Tell you what: If the game is completely and substantially different then anything already in infected slaughter, I'll make a topic for it.

However, at best its a mode, not a full new game. There's many modes in GG2, they aren't each their own game. Same thing.

Just scrapped old pathfinding system, added a new one. Lots of problems getting the sprite to follow his steps and at the same time look at the nearest zombie so he can shoot at them. Been working on that for last two hours, I need a break for the night. If I can get a survivor look AI working, i'll post an example of what may be to come.
« Last Edit: December 10, 2010, 12:06:21 am by tiscooler » Logged

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« Reply #493 on: December 10, 2010, 09:52:55 pm »

I just got the look direction AI in! I have to consider how the weapon choice system should work, and if anyone has any better ideas, please tell me. I think there should be a check for how many zombies are alive to decide weapons. If there are 3 or less zombies, use pistol. If 5 or less, SMG, 6 or more, shotgun, and if the bot can't move, chainsaw.

Is that fair and good? If not, tell me so! Thank you!
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« Reply #494 on: December 10, 2010, 11:33:17 pm »

I have a basic build of the AI presentable to you now. Currently, pathfinding, basic combat, and the look direction is programmed for the AI.

The pathfinding system I used is extremely efficient, and easily moddable. He starts at the pfind_start object and finds his way to pfind_end object. You can put any number of blocks between him and his goal and he will successfully navigate them. You can also move both of these objects to have him start or end wherever you want, meaning this system can be copied for whatever map is made. He will take the most direct route physically possible, though can be programmed to take detours with good use of variables and a new path copied from the original system

The combat system is simple for the bot now. I'm using a zombie as a placeholder sprite currently. The bot looks in whatever direction the nearest zombie is, or, in the lack of zombies, in the direction he is heading in. He will fight back with his pistol, the same one you have availble to you. He has unlimited ammo, but has to be within close range to use any of it. Ammo is next to be added.

To show off pathfinding and combat, I have placed the bot in a maze filled with zombie spawns which he will easily navigate through and quickly dispatch enemies in. A link for your pleasure:

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