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TIGSource ForumsCommunityDevLogsGeti and Lizard and Saibot and Andrew make a Zombie Platformer
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Author Topic: Geti and Lizard and Saibot and Andrew make a Zombie Platformer  (Read 8044 times)
Geti
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« on: June 26, 2011, 06:40:09 AM »

Title subject to change.

I'm just reserving the OP so I can dump builds here, expect a post from Mr Bergheim soon with some pixels and the general premise.

Forgot the sound guys Wink
« Last Edit: June 26, 2011, 05:14:51 PM by Geti » Logged

Lizardheim
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« Reply #1 on: June 26, 2011, 06:52:19 AM »

Okay so, imagine you're in a zombie apocalypse.
You're running low on ammo and supplies, but you have a choice. Do you choose to stay in your fort with limited supplies, or do you move out to find a better location, potentially endangering yourself, but also giving yourself a better chance to last longer.



Some things we want to put in it:
-Crafting, like putting two double barrel shotguns together and creating a quad barrel beast.
-Destructible enviroments to a degree. No digging huge complexes underground, but you'll be able to build structures/fortify existing ones.
-Lots of weapons

And uh, a bit more but that's the major stuff for the moment.
There have been people in the art section asking for a zombie plush. This request won't go unnoticed, but it might be a while untill we actually consider really doing it fo reals.

Anyways, have a zombie.
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Netsu
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« Reply #2 on: June 26, 2011, 07:29:22 AM »

The goal is just to survive as long as you can or is there some kind of a plot goal?
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Lizardheim
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« Reply #3 on: June 26, 2011, 07:34:45 AM »

Both in a way.
At the moment we're thinking that your goal will be to simply escape, but a general overhanging plot might work, and have plot critical elements and structures, like underground bunkers police stations and so on.

We haven't really thought a lot about it, but we'll figure something out, don't worry.
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Netsu
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« Reply #4 on: June 26, 2011, 09:03:08 AM »

I like the idea you mentioned in the previous post, that you have to choose between staying where you are, with a decent chance of surviving a while longer or leaving the place in search of something better/more supplies.
I think this would work best if coupled with a 'survive as long as you can' goal, preferably with an online score board showing how many days each player managed to survive Smiley
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Lizardheim
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« Reply #5 on: June 26, 2011, 09:16:49 AM »

Can always just add more modes, survival, story etc.

Eh we'll figure it out.
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SirNiko
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« Reply #6 on: June 26, 2011, 09:44:39 AM »

Just looking at the screen cap / mockup, my initial thought is something somewhere between a tower defense / strategy game like Storm the House (http://armorgames.com/play/347/storm-the-house) with endless waves of foes leading to your inevitable death, and Dwarf Fortress where you build involved, complex structures in a randomly generated environment and enjoy seeing how long your latest construct lasts.

That could be a pretty cool mix. Interested to see where this goes.
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Relix
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« Reply #7 on: June 26, 2011, 10:04:27 AM »

Can I blow up bridges to make the zombies fall into their doom?
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saibot216
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« Reply #8 on: June 26, 2011, 11:31:49 AM »

...with me doing some of the music Smiley
Can't wait to do this soundtrack.
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Geti
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« Reply #9 on: June 26, 2011, 04:53:08 PM »

Oh yeah, sorry saibot Droop

Can I blow up bridges to make the zombies fall into their doom?
Eventually. We're going to have static terrain initially but then utilise a modified, hopefully optimised version of the prelude engine to make structures destructible. The player will be limited to wooden lean-tos in terms of construction though, as I don't feel that it'd be really feasible to practice full-scale construction with plastered walls etc in the middle of the situation we're presenting.

I'd love to make both modes: a procedurally generated "SURVIVE FOREVER LOLOLOLO" mode, and a proper "story" mode with a large handcrafted world and secret passages and multiple endings. It'd be interesting having >1 starting location in such a world so that each consecutive playthrough (unless you nuked your save) would be in the same world - with the same population and your old forts - until you got to an "ending". You could explore a completely different area that way rather than playing "back to where you got up to", though that would still be an option.
I think then the game would need to ask you if you wanted to restart your save or not, otherwise people might get mad that their game was gone.
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Lizardheim
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« Reply #10 on: June 27, 2011, 06:38:41 PM »


Bigger HUD, can't decide wherever the weapon should be on a gray BG or with no BG though...
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McMutton
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« Reply #11 on: June 27, 2011, 06:48:24 PM »

Perhaps just a white outline?
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Lizardheim
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« Reply #12 on: June 27, 2011, 07:35:12 PM »


Either that or a more compact box. Tbh I like the box more.

EDIT:

Weapon over health/stamina bars, doesn't look as good, as it focuses a lot of attention to the weapon and disrupts the health bar a tad.

EDIT:

Alright, decided on this one. Semi-transparent box.
« Last Edit: June 27, 2011, 07:45:05 PM by Lizard » Logged
Rumrusher
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« Reply #13 on: June 27, 2011, 07:46:58 PM »

Hopefully we be able to make large towers, I think my main gripe with prelude was the lack of tower building. though I'm always happy to see Geti getting this much use out of that engine for a bunch of plant zombies.
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BomberTREE
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« Reply #14 on: June 28, 2011, 12:40:12 PM »

Haha wow I love the art style, those mockup's just erupt with idea's and hopes for the future of this game!  Smiley
« Last Edit: January 09, 2012, 05:02:31 PM by kitheif » Logged
BlueSweatshirt
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« Reply #15 on: June 28, 2011, 12:50:35 PM »

 Kiss !!!

Personally I liked the white outline on the gun.
It takes up less space and isn't as distracting.
« Last Edit: June 28, 2011, 01:03:22 PM by Jakman4242 » Logged

Netsu
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« Reply #16 on: June 28, 2011, 01:36:11 PM »

Kiss !!!

Personally I liked the white outline on the gun.
It takes up less space and isn't as distracting.

Yeah, definitely best option to me.
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Mhaine
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« Reply #17 on: June 28, 2011, 11:09:55 PM »

I personally like the semi transparent box more. Maybe with a bit more transparency?

Good luck, seems fine so far!
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Geti
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« Reply #18 on: June 29, 2011, 01:47:49 AM »

Hopefully we be able to make large towers, I think my main gripe with prelude was the lack of tower building. though I'm always happy to see Geti getting this much use out of that engine for a bunch of plant zombies.
Well I changed the engine later on to remove the "support" requirements that prevented tower building and use a more boolean system like KAG, I've been thinking of ways of sorting out variable support but it seemed to confuse players anyway without a proper way of displaying it to the user, so I've dropped it for now. You probably won't be able to make large towers in this one though, as resources will be sparse. I kind of want to force the player to use what structures they can find rather than building their own from scratch for the most part, though perhaps there'll be a forest area with a lot of wood around so you can make a log hut/tower.
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Lizardheim
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« Reply #19 on: June 29, 2011, 04:13:31 AM »

Treehouses are a must however.

EDIT:

Guns!
« Last Edit: June 29, 2011, 01:31:36 PM by Lizard » Logged
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