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Early Dev / Re: Rogue Survivor Alpha 3.21
« on: July 18, 2010, 04:33:44 PM »
Alpha 4 up, check the new thread.
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Off topic, probably, but I'd long since forgotten the following link existed and wondered if roguedjack had a take on it/had even heard of it to give it a whirl? Not positive if the purchase links and whatnot still even work, but random stuff like this manifests when I start digging through my bookmarks...Don't know about this game, and never tried a zombie themed rl. For some reason I find I am more creative in games if I don't look at other people similar games, which is complete opposite to the way I work with graphics and musics (I need other people stuff to look at/listen to).
http://deadbyzombie.com/
I absolutely love the game! It's got some nice graphics, good gameplay, good design, I'm really impressed. The only thing I've noticed is that it's very, very hard. I find myself dying over and over and over unless I'm very careful. Aside from that, it's amazing, great work!Thanks! Its easier to survive if you make a shelter. Shops are very good for this, destroy the doors and push the shelves to barricade yourself in. Then make runs for food.
Hey guys, sup author-dude. Just dropping by with some remarks, critiques, and what have you.Start a new game with increased difficulty.
First off, this game is fun. I really like where it's going, and I've enjoyed it for hours and hours already, but there's a problem. I'm the goddamn Juggernaut.
1. Zombies are supposed to be dumb, sure, but these guys are way dumb. Ol' Bob McGready can hide out in his boarded up apartment for weeks without a zombie incursion. I recommend using a cellular automaton to govern the presence of scents in the game. The longer you linger in one space, the further your scent spreads until it reaches equilibrium with the rate of scent decay. Here's a diagram.Already implemented scent spreading, but it ate way too much CPU time for my liking.
2. An option to build free standing barricades could be nice,You will be able to build makeshift obstacles in later versions.
3. One exceptionally reliable method I have found for disposing of zombies in a risk-free manner is to wait until they come within melee range, hit them, and step backward.WAD, you are supposed to use your superior speed to your advantage. You are limited by your STA and the tactical situation.
4. This is a more technical complaint. The game should employ an icon for items that are in your inventory or on the ground which is separate from the decorations used by the actors.Sorry won't happen.
5. I haven't noticed any of the zombified soldiers wearing their old gear. That should change. Armored zombies that take more hits would be a real treat. (Of course, when they mutate they should shed their armor in the process. That could get a little ridiculous.)Not too hot about that.
6. Lastly, sneaking!Stealth will be added later.
I'd also like to second the suggestions of unloading guns (Doom RL does this nicely) and maybe adding a little bit more variety to the items found in-game.Unload guns on the enemies
Oh and, by the way... Why don't burning cars ever go out?Cause you'll be able to extinguish/light fire in later versions.
I rescued a soldier from a near-fatal zombie attack who, in spite of having a loaded weapon and ammunition in his inventory, would not fight back. He was out of stamina, also.Known bug (see blog).
The abundance of fully loaded army pistols and ammo, and completely empty army rifles tells me something goofy is happening here. Can NPC actors change weapons yet?
Upon further inspection, it doesn't seem that soldiers know how to retreat, either. Upon becoming exhausted, they'll stand defenseless and allow themselves to be killed.Odd, they are courageous but should flee when tired. Will check that.
I have been enjoying your game for a few days now, difficult but not too difficult. However, and I know you are aware of this, the exception caused by the "illegal" shout action is driving me crazy. It's ruined 3 of my best games by unexpectedly appearing.Sorry about that. I know where it comes from and it is fixed in 3.2.
If you want to know where it comes from, I think it's caused by a sleeping CHAR Guard, at least that is where it has happened for me 2 of the 3 times. Just as a I break into the CHAR offices and the Guard is sleeping (it shows in the chat that he shouted "HEY YOU!" at me but clearly he has a blue Z over his head.
In addition, I have been working on some graphics - far from done and really they were just to wet my appetite because - and no offence intended - the default graphics are a bit ugly. My graphics haven't turned out "great" but with the limited number of tiles I think I did a half decent job of it.No offence taken, my graphics skills are terrible thats why graphics are moddable
Do you have plans for any additional locations Roguedjack? Like sewers or subways? That would be cool.Great minds like alike, see my Reply#9 in this thread
// a tree
struct Tree_t
{
// root of the tree, null if tree is empty.
struct TreeNode_t *m_Root;
};
// a tree node
struct TreeNode_t
{
// node can have any number of children, from zero to a lot.
// so we use a list.
// if no children, the list is empty.
// no pointer as we own the list.
struct ListOfTreeNode_t m_Children;
// node specific data, like position, value whatever... defined by you somewhere else.
struct NodeData_t m_Data;
};
// a list of nodes.
struct ListOfTreeNode_t
{
// entry into the list, null if list is empty.
struct ListElement_t* m_FirstElement;
};
// an element in the list.
struct ListElement_t
{
// the node being hold there.
// its a pointer because the node might be in many more lists, we do not own it.
struct TreeNode_t* m_Element;
// next element in the list, null if end of list.
struct ListElement_t* m_Next;
};
<useful ui suggestions>Thanks for the feedback, good ideas that improve the ui with little coding to do, I like that
The new version is awesome.Next version. Then the next one. Repeat.
Actually its THE zombie game that many people were waiting for and its so good, that people started to be really enthusiastic and are suggesting things like crafting, farming on city outskirts, persistent world (like dwarf fortress) and similar stuff. It would be great if you would somehow describe some kind of plan or vision for this project. How far are you planing to go with this?
And last but not least, is there a way to support you? (Other than to say that you're doing great.)Feedback on stuff I can fix/improve/add relatively easily with good value for the player :