The Living Dead 3 - The Plan for Survival

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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 13th, 2015, 10:42 pm

Neat. If you can, I would try to put in some kind of random generation. What if you used BGs for set missions and objs for rand missions?
Anyways, here are some sprites I whipped up: a more normal guy and a zombie.
Headband.png
Guy with headband and assault rifle.
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Zombie.png
Creepy enemy-thing.
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Eh?
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Re: The Living Dead 3 - The Plan for Survival

Postby Buck_7 » January 13th, 2015, 10:58 pm

Oh, I meant the ghost recon shadow wars thing screenshot.
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 13th, 2015, 11:01 pm

BLsquared wrote:Neat. If you can, I would try to put in some kind of random generation. What if you used BGs for set missions and objs for rand missions?

That's so stupi- ........ Actually, I can't see why I couldn't just do that. Lol. I wouldn't be any harder than just having one. Thanks for the idea! This is what team work is all about!

And this is what the new sprites look like. I like the cartoony style but it seems to me that the zombie and the survivor sprites don't quite match? Is it just me? I'm fine with the sprite though
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 13th, 2015, 11:06 pm

Whoops. The shading for the zombie is reversed. THat's probably what you see.
...
Ya know, their styles do look a ta different....
Might need to get to work on that...
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 13th, 2015, 11:15 pm

I really like the style of the zombie better. It feels all retro
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 13th, 2015, 11:17 pm

Well...
I went and redid the zombie. Then you posted.
Oops.
I'll go redo the survivor then.
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Re: The Living Dead 3 - The Plan for Survival

Postby Buck_7 » January 13th, 2015, 11:22 pm

Imagine zombies with guns lol
wait the zombies aren't that smart so they'll probably end up shooting amongst themselves :lol: .

I was thinking...if you kept the old top-down sprites, then it would look more natural to have the sprites rotate in the direction the players are shooting at. But I like the current sprites also
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 13th, 2015, 11:35 pm

SO, I fixed them to look more the same style now. How's this?
SurvivorB.png
Stayin alive...
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ZombieB.png
Back for more...
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 14th, 2015, 7:01 am

Thanks! That looks a bit better!

Just a quick update of what I added today. I added zombie alertness. Basically, zombies can be alerted to change targets mid battle. So far, the only things that alert a zombie are when survivors attack. Any enemy adjacent to a square you attacked will be alerted, and the attacker will become the zombie's new target. Zombie alertness also has an animation like everything else. The camera will scroll to the player and create the little red exclamation mark shown in the photo below letting the player know that the following zombies were alerted by the attack.

I'm thinking of adding this animation when a survivor dies and zombies chose new targets. May or may not. Depends how lazy I feel.

Buck_7 wrote:Imagine zombies with guns lol
wait the zombies aren't that smart so they'll probably end up shooting amongst themselves :lol: .

I plan on when player's getting infected will turn into zombies with their current gear that players had. The zombie would be able to use that gear (aka, guns and all) to attack the player. I figure this would act as an incentive to make the player want to avoid getting infected and put a whole in a player's plan quickly. Don't know if I'll keep this feature or not, I'll have to think about it.

Next up on the development list is picking up and dropping items which isn't going to take long at all. If I had to guess it would take about 3 hours and should be finished by tomorrow. Still many more features I'd like to add though
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 14th, 2015, 8:23 pm

Nice work! I like how quickly your progress is coming along.
One thing I wa wondering, though, is what happen when a wall is in the way of an enemy? Or if the player attempts to shoot through one?
In relation to walls, here's an idea: half-walls. Bullets only have a certain perrcentage of penetrating them, depending on the accuracy of the user. They may also be climbed over, but takes 2x AP as walking a single square. I know you're not to terrain yet, though.
Also, is there anyting in particualr you want me to sprite next?
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 14th, 2015, 9:59 pm

How walls work haven't quite been finalized yet. I haven't quite thought my way through them yet; everything else about gameplay has pretty much been theorized though. I do need walls in the game and bullet penetration wouldn't be too hard to code depending how I choose to do it, but my biggest concern about adding penetration would be what I would do with the zombies. It's common sense that a bullet would be able to go through a wall, but how about the toxic goo ball a spitting zombie shoots? Realistically a spitting zombie wouldn't be able to shoot goo through a wall, so I'd have to program some way for the zombie to calculate it's way around objects. My only other alternative to simplify the goo shooters would be that if it hits a wall it will destroy it, and next time the goo hits a destroyed wall, it will be able to go through it or something. This wouldn't be a bad idea, but again, I haven't looked at all my options yet so I'll keep thinking on this one. If anyone has any suggestions about this feel free to provide input!

As far as climbing over walls, I don't think I want that in the game. Doing so could complicate the zombie AI more because players could strategically jump back and forth over obstacles and basically trick the zombies into moving back and worth to avoid the zombies actually getting much closer to their target, and coding around that would be hard, especially for the AI.

As far as sprites, idk at the moment. How about a nice wall block sprite?
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Re: The Living Dead 3 - The Plan for Survival

Postby Buck_7 » January 14th, 2015, 11:41 pm

Yeah the toxic goo ball is so acidic that it causes the wall to break lol

also, maybe for obstacles there could be some barriers or land mines in/on the ground and rocks/boulders could block your path?

btw does ap keep piling up? Is there a limit?
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 15th, 2015, 12:11 am

Buck_7 wrote:Yeah the toxic goo ball is so acidic that it causes the wall to break lol

also, maybe for obstacles there could be some barriers or land mines in/on the ground and rocks/boulders could block your path?

btw does ap keep piling up? Is there a limit?

There will be random obstacles placed in the map that will be themed hazards. For example cars in cities and trees in a forrest. And ap does have a limit. You get 8 ap a turn, but you max out at 16.
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Re: The Living Dead 3 - The Plan for Survival

Postby Buck_7 » January 15th, 2015, 3:48 am

Wow, that's quite a number of turns you can make. The most turns I've ever had was 4 for each party member (4 allies including yourself) in Bravely default. You can probably wipe them all out in one shot.

Are you planning to have stages be an individual level each? I think that could work. Kinda like Devil Survivor 2 where after each bit of story comes the battling
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 15th, 2015, 4:09 am

I want levels to be a bit longer if that makes sense? I plan on doing some small levels, some bigger missions, and others where you must hold out for a set amount of turns.I haven't quite decided if it will all have a story or what. Would you like to have all the levels progress as like a campaign or it just be a random set of missions? I'm really kind of waiting to get to the final stages of development features before making these bigger decisions, but I probably shouldn't...

Also, in the last stages I will more than likely decrease the amount of action points or increase the amount required to perform actions. I haven't quite decided which I'd do but for now I just left it the way it is because the more points I have, the easier it is to test features in the development phases.
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Re: The Living Dead 3 - The Plan for Survival

Postby Buck_7 » January 15th, 2015, 4:47 am

Sorry I tend to think too far :/
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 16th, 2015, 3:29 am

Ah, OK.
I'll get to work on some walls.
On a side note, I got around to purchasing a 1.4.4U DSi. So I now have a use for my Acekard! So, if you ever planned on adding in Wifi or saving, I can now test it.
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 16th, 2015, 3:48 am

BLsquared wrote:Ah, OK.
I'll get to work on some walls.
On a side note, I got around to purchasing a 1.4.4U DSi. So I now have a use for my Acekard! So, if you ever planned on adding in Wifi or saving, I can now test it.

A classmate of mine actually said that there is a homebrew card out there that can still work with the 3DS actually as long as it's not the most recent update version. He said he would bring it to class next week and show me. I was very interested since like over a year and a half ago the 3DS update blocked all the current cards on the market.
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Re: The Living Dead 3 - The Plan for Survival

Postby BLsquared » January 16th, 2015, 4:06 am

I know, right?
It's probably either the DSTWO or an R4iGold.
Although, the AK2i works on just about any firmware lower than the Gateway. Like anyone kept their 3DS there, though.
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Re: The Living Dead 3 - The Plan for Survival

Postby Nobody » January 16th, 2015, 5:06 am

nah, it's some really weird named one I haven't heard off. I want to say he said it works on up to update 9.3 something. Regardless I'll report whatever it is later when I hear more about it from him.

And BL, for the wall sprite I would need a full wall and a half destroyed wall sprite for my game!

On the topic of progress I have managed to successfully add picking up and dropping inventory items on the ground. Items such as magazines and other nonweapons can be stacked in inventory and on the ground (within stack size limit specified by the type of item). You can pick up or drop items in any square adjacent to your survivor (or below you). Dropped items do not count as obstacles so you can walk around/on top of them. I have also added melee combat of a small knife. Melee weapons allow you to attack squares adjacent to you. The benefit of melee weapons is that attacking with a melee weapon is silent and only alarms the enemy you hit unlike guns. However, if you fail to kill a zombie with a melee weapon, the zombie will counter attack your survivor. This will be indicated with same alert system mention in an earlier post and then the zombie will immediately attack the player with reduced damage and the survivor will become the zombie's new target.

Still much more to come though!
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