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 1 Bar Design - Updates and Discussion - NEW SITE + PW 
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
lalala machete and more resilient terrain.
shovel is also buffed.

Seriously though the machete is a little unbalanced, if you're good you can kill a zombie with maybe one or two hits taken.

Findude: I think hacking around the damage system to have a maximum number of things melee can hit would be a marvellous idea.


Thu Sep 16, 2010 9:27 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Uh, before I couldn't use WASD to move. I was fine with that. But...why would you take away the arrow keys as well?


Thu Sep 16, 2010 9:38 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
I didn't :|
Go reset your save, see if that helps.


Thu Sep 16, 2010 10:02 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
quick update adding the ability to use ctrl alt and shift as keys, as well as fixing a few bugs that hopefully noone noticed in the option screen.


Thu Sep 16, 2010 10:30 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
So... How's progress?


Mon Sep 20, 2010 11:47 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
... I've been wondering the same, but since this thread has been dead silent, and geti isn't gunning out updates left and right. I can only assume that 1 he's working on concept art, or 2 he is tied up with RL stuff atm.

or....
he could be working on the fort building system and keeping it a super secret :???:
It's probably the second one though.


Tue Sep 21, 2010 12:32 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Mixture of real life stuff and general lack of time has been keeping this slow, however I've got some vegetation sprites mocked up that I'll be moving into the game soon, once I've figured out how I want to code the vegetation objects. This terrain engine poses so many problems with that kind of thing.

I'll likely get a drafted design doc up before then though, and clean up the site. I might get a blog happening on the homepage, depending on the time commitment.

I might end up putting off vegetation to quickly implement mouse-based construction of forts, and maybe a prettier HUD (though considering the amount of spriting that's unlikely) because I'm going away for a week this coming weekend and it'd be nice to leave you guys with something to do.


Tue Sep 21, 2010 6:16 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Image
It's a start. Everything is way, way too fragile at the moment. It'll be playable likely tomorrow night if I can tweak it right, otherwise by the weekend. It's just currently not fun to try to build things and them not support themselves when you think they should, or support themselves when you think they shouldn't, but it's nice to see something unnatural in game.


Tue Sep 21, 2010 12:36 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
That is awesome!

I have a good feeling about the fortmode, especially if we get multiplayer, it will be like that map in garrysmod... Zombieforest? Build a rag-tag fort -> survive.

You go dude!


Tue Sep 21, 2010 12:55 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Glad you approve, though multiplayer will be limited to local (read: at the same computer, split screen) for this game.
I'm planning on adding one large feature each game I make with this engine (or any that I end up using for a while), which is part of why this is called Prelude.
But yeah, the formula "build rag-tag fort -> survive" will be a large part of it, though there'll also be resource gathering and whatnot around killing zombies to keep the game fresh.


Tue Sep 21, 2010 10:37 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
That looks really nice Geti, Also will Zombs be able to dig at some point or will you be able to box yourself in and enjoy them being retarted?

Do we know when we might expect a .22 aswell?


Tue Sep 21, 2010 10:59 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Coops9753 wrote:
retarted?

'Retarded'

Geti, progress, gooooood. Oh and add grenades or something ranged, and lobbable. Bow would also suffice.


Tue Sep 21, 2010 11:02 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Grenades are likely to be fairly expensive consumables, not your everyday weapon, because of their ability to kill quite a lot of enemies at once.

Zombies won't dig, but they will climb stuff and punch walls and the like (Just not terrain). A .22 will come after the debug fort buildings and vegetation, I want to avoid the spriting cost at the moment (Not to mention coding another raycasting function).


Wed Sep 22, 2010 4:22 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
"Debug mouse" tile construction is in. I'm expecting there to be a million or so bugs and annoyances, post them and any other feedback you might have. I'll polish the items a little (there are a few issues with how they hit things at the moment that need to be straightened out) and get vegetation done before I leave for a week, hopefully.


Wed Sep 22, 2010 5:39 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Gib showers. Making the game a tad easy, hm?


Wed Sep 22, 2010 5:44 am
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