The Living Dead 3 - The Plan for Survival

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The Living Dead 3 - The Plan for Survival

Postby Nobody » January 10th, 2015, 6:04 am

This is the third installment of my "The Living Dead" series. If you're use to the other two games of this series, this game will throw you off because it is a turn based strategy game. it plays like your average zombie survival horror game, except turn based. Each turn, player's are awarded action points. These points can then be spent to accomplish various actions such as moving, shooting, reloading, picking up items, and dropping them. Your goal is to kill zombies and complete objectives.

Also a demo for the wall placement generation is added where you can see how the game will automatically draw out the correct wall to draw shapes. Tap the screen to place/remove a wall in the demo.

Controls:
See the Instructions.txt file included.

UPDATE:
Changed some controls around. Adding menu pausing. Added alerting zombies and animation. Adding the ability to pick up and drop items. Added weight system. Various fixes and tweaks. Various other small changes.
Attachments
DSGMTempTheLivingDead3-ThePlanforSurvival4739061.nds
Demo/Game Reveal
(429.06 KiB) Downloaded 233 times
DSGMTempTheLivingDead3-ThePlanforSurvival1588131.nds
Demo (v.1.1) - Added camera movement
(429.56 KiB) Downloaded 222 times
Instructions.txt
Game instructions and controls
(5.07 KiB) Downloaded 209 times
DSGMTempTheLivingDead3-ThePlanforSurvival44494701.nds
The wall placement demo (beginning of level editor)
(501.06 KiB) Downloaded 206 times
DSGMTempTheLivingDead3-ThePlanforSurvival44494701.nds
Demo (v2.0)
(501.06 KiB) Downloaded 223 times
Last edited by Nobody on February 14th, 2015, 1:55 am, edited 2 times in total.
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Re: The Living Dead 3 - The Plan for Survival

Postby Buck_7 » January 10th, 2015, 11:30 pm

Nice work! The amount of work you put into your game is clearly shown in the program. So far I didn't find any bugs which is a great improvement compared to some of your older games. The game itself, having a tiled battlefield and being turned based, took me off guard(I was expecting you usual shooter). It gives me the impression of "RPG chess".
btw I think it'd be cool if the board and objects were more "3D" looking. Right now the view is bird's eye view. Usually RPG games' battle screen is looked at from the side at an angle
Spoiler: show
Image
Spoiler: show
Image

but cool anyhow
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 11th, 2015, 1:20 am

Thanks, I'm glad you like it! I know it is completely different but that was the point. I was going to name it something else and make it it's own game, but it reminded me of what Ghost Recon did with Ghost Recon Shadow Wars which is were my original inspiration came from (all though I haven't played that game or any game in the series).

Oh, I will probably make new sprites for the game as these are just temporary sprites I found so It made development quicker so I could just focus on gameplay
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 11th, 2015, 4:40 am

Oh, Ghost Recon is fun. A REAL Tactical-FPS, not that COD stuff we have now...

*Plays your game*
WOW
I am very impressed! Makes me think of a more in-depth SATS from Fallout 3. Very neat.
Cannot wait to see the final product! If you need a spriter, I might be able to whip some stuff up.
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 11th, 2015, 6:52 am

Thanks for the feedback! I'm glad you guys like it! Hopefully much more to come soon!

If someone could make sprites, that would be awesome because my spriting is terrible. I'm not quite sure what is the complete list of sprites I'll need at the moment because I have a long list of features I want to add such as several more weapons, items, and special zombies. So I'll get back to whoever on that.

Although it's not a glitch I will edit the code so the computer doesn't waist time animating motionless zombies once they've reached their target so there isn't as much down time waiting for the computer. The next big thing I plan on adding is automated camera scrolling so the camera will pan toward objects and events so it won't appear jumpy over maps larger than one screen. My first attempt failed, but will be trying again soon because I tried rushing the idea
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 11th, 2015, 7:14 am

Okie dokie, then. I'll make a few ideas I've got for chars and stuff then. 32x32, right?
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 11th, 2015, 7:17 am

Yup, 32 by 32
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 11th, 2015, 7:26 am

OK, thanks. See what I can do. ;]
EDIT:
Here's what I have so far. It's a soldier, seen from the side, as suggested by Buck.
Side.png
Standing
Side.png (479 Bytes) Viewed 8290 times

Side_Shoot.png
Shooting frame
Side_Shoot.png (506 Bytes) Viewed 8290 times

Do you like this style, or would you prefer a different one?
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"Every puzzle has an answer." - Professor Layton
"In war, there is indeed no substitute for victory." - Douglas MacArthur
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Re: The Living Dead 3 - The Plan for Survival

Postby Buck_7 » January 11th, 2015, 7:21 pm

Nice sprites! But unless Nobody is going to change the layout of his game I don't think you should have made them that way.
Also I think this is a good Idea for collab! I mean, working on unfinished project that is. I could use some help with my older games. I'd really like to have finished something. It'd take me forever to complete a decent game on my own.
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 11th, 2015, 8:09 pm

Yeah, a collaboration would be great! The question is, what kind of games do you guys enjoy making?
You may call me BLsquared, Commodore, or TexasBatman. Preferably BLsquared.
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"Every puzzle has an answer." - Professor Layton
"In war, there is indeed no substitute for victory." - Douglas MacArthur
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 11th, 2015, 10:40 pm

I agree with buck about the sprites. The sprites look good but don't fit the genre. It should be more of a top down view, but viewed at an angle if that makes sense. Sorta like this: https://images-na.ssl-images-amazon.com ... .01.lg.jpg

I'd be willing to help any of you guys on a project old or new. If you guys want to help me with this one I would need to clean it up some so it makes more sense and is more organized.
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 12th, 2015, 12:48 am

OK. I'll redo the sprites.

As for a collab, I don't have any projects worth necro'ing. So, here is my idea:

Simple Metroidvania Real Name TBA
Something such as this: http://www.remar.se/daniel/herocore.php
It could be randomly generated, or have a set map. I like the idea of a "flying hero" because it eliminates the hassle of platforming so we can focus on more important things. I was also thinking that the main char's special weapon could be stopping time for a bit, and whatever bullets are created don't move until time resumes.
As for story, I have a few ideas and concepts from years past, so I could have that covered.
So, whatcha think?
You may call me BLsquared, Commodore, or TexasBatman. Preferably BLsquared.
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"Every puzzle has an answer." - Professor Layton
"In war, there is indeed no substitute for victory." - Douglas MacArthur
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 12th, 2015, 7:35 am

New update just released! See original post for new download. Scroll down the original post to the bolder part that says update that explains what was changed and how to use the new camera features! Let me know what you guys think of it! I think the automated camera system came out really well myself!

BLsquared wrote:OK. I'll redo the sprites.

As for a collab, I don't have any projects worth necro'ing. So, here is my idea:

Simple Metroidvania Real Name TBA
Something such as this: http://www.remar.se/daniel/herocore.php
It could be randomly generated, or have a set map. I like the idea of a "flying hero" because it eliminates the hassle of platforming so we can focus on more important things. I was also thinking that the main char's special weapon could be stopping time for a bit, and whatever bullets are created don't move until time resumes.
As for story, I have a few ideas and concepts from years past, so I could have that covered.
So, whatcha think?

Cool, can't wait to see the new sprites! And making a platformer isn't that much harder to do if you already have the map laid out. The idea sounds cool though!
Feel free to ask me for help. I'm on the forum a lot.

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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 13th, 2015, 12:16 am

OK, so how about this? Or do you want an even higher view?
Diagonal.png
Diagonalish
Diagonal.png (428 Bytes) Viewed 8257 times

I have yet to see your new version; I'm on mobile right now. Sounds really cool though!

EDIT
Very smooth camera! Makes the experience seem even cooler. I can imagine adding in animated idle frames...that'd look awesome.
You may call me BLsquared, Commodore, or TexasBatman. Preferably BLsquared.
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"Every puzzle has an answer." - Professor Layton
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 13th, 2015, 3:22 am

I think the sprite looks nice and fits the style. I would rather have the survivors look more like a regular person rather than a futuristic soldier though. What do others think?
Image
Attachments
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Re: The Living Dead 3 - The Plan for Survival

Postby Buck_7 » January 13th, 2015, 3:53 am

Nice sprites and nice camera! In case you're interested, I would suggest using initializing a 16-bit background
Code: Select all
//PA_Init16cBg(screen,layer);
PA_Init16cBg(1,0);
for smoother text and then you can draw the player's and enemies HP by:
Code: Select all
char Text[100]; //declare this in a header

//The rest of this code may go inside a DBAS script.
//You could create two separate functions for drawing your team and the zombies

DBAS: Draw_HP()

int i;

int CamX = RoomData.BottomX;
int CamY = RoomData.BottomY;

//PA_16cErase(screen);
PA_16cErase(1);

for(i=0;i<128;i++)if(Player[i].InUse){  //looping through the sprites available
     if(Player[i].x + 32 > CamX && Player[i].x + 32 < CamX + 256){  //If the sprites
     if(Player[i].y + 32 > CamY && Player[i].y + 32 < CamY + 192){  //are on screen
        sprintf(Text,"HP: %d",Player[i].hp);
        PA_16cText(1, Player[i].x - CamX, Player[i].y - CamY, Player[i].x + 32-CamX, Player[i].y + 32 - CamY,Text,0,1,10);
     }
     }
}

PA_16cText (screen, x1, y1, x2, y2, text, color, size, limit)

[EDIT]: Added the clear screen function that I forgot to put in
Last edited by Buck_7 on January 13th, 2015, 9:58 pm, edited 2 times in total.
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 13th, 2015, 9:18 pm

Neat, glad they fit better. I can try making some zombie-fighting-civilians, and take a shot at the zombies themselves. I'll post when they're ready.
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"In war, there is indeed no substitute for victory." - Douglas MacArthur
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 13th, 2015, 9:53 pm

Thanks buck! I'll have to try it out when I get the chance. I did figure out why the camera would shake back and forth glitch so I'll be fixing that. Will also make the objects not draw their health if they aren't on the screen (was just too lazy to add the few extra lines in the last release). Lastly I updated the camera movement to auto scroll for everything I missed in the previous demo.

And thanks for the help with the sprites bl! With your help this game could be very promising! Also, buck if you want to help do something you can as well. If you're good at level design maybe you can help me layout some.
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Re: The Living Dead 3 - The Plan for Survival

Postby Buck_7 » January 13th, 2015, 10:01 pm

Cool, are you going to have terrain like in the screenshot you posted? Is the map large?
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 13th, 2015, 10:18 pm

The screenshot doesn't have terrain, just brick walls to define borders. I do plan on adding variable terrain toward the end of develop. Such things would be water where it cost more points to move through. The maps will be large. That's why I was getting camera controls set up so the action could be viewed. Don't know if I'm going to make the map out of objects or a background. Right now the everything is based off array values which is being set by objects I placed. I could just as easily use backgrounds and have it initialize the array from that. I might do backgrounds although it won't let me do randomly generated maps, but that shouldn't be much of an issue
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