Hey thanks! For this game i’m trying to go for a really dark atmosphere as darkness could be your death, but do you think the game could use a little lighting? As for the tanks, im not sure what you mean by those could you clarify?
Well it’s so dark I don’t even know where is wall, so I guess walls could have some brighter edges or something, just to give an idea of what is happening around.
Updates
With testing coming by I haven’t done much, but here are some quick updates. I’ve added some sounds for almost everything and the zombies are now kill-able. Also you can now use Shift to run. Some minor bug fixes here and there, but nothing major.
Coming Soon
I think I may start creating the AI more, so far I have been working on the enemy attack where if you are close enough to the zombie, it will launch a quick-time event or mashing event and you will have to be quick otherwise you may get bit or scratched. For the AI i’ve been using RAIN{Indie} to create the AI, but i’ve been having some trouble with it. I’ve been deciding whether it may be in my best interest to either go with Playmaker or RAIN{Indie} for my AI. Not sure, but if anyone would like to point out which would be more smoother and output the best preformances.
This is actually really good! I was actually disappointed that the level ended. lol, and the extra gun I had to find really made it more intense once I ran out of ammo. lol, keep it up!
Alright i’ll be sure to add options to lower or higher the volume as soon as I start working on the GUI, but for now I will lower the default sounds, as for the zombies health, it’s just temporary, but i’ll be sure to keep that in mind when working on the AI.
I like it. I agree that the game is a bit too dark, but not very much so. The pitch black areas actually create a feeling of wandering around in the dark, adding to the sense of danger. What you probably want is to create a good balance between walking in (slightly) lit areas and wandering into total darkness.
Thanks for comment! The horror style was sort of an accident actually. The Shader used by 2DToolkit and the 2DLights was mixed up abit and I happen to come across the shade that gives it the horror look, but im glad I found it!
Alright i’ll be sure to keep the balance of the dark areas and lit areas. I want to try to make the flashlight a huge part of the game, as you may want to save the flashlight for really dark areas, but at the same time making the player wanting to use the flashlight even in the slightly lit areas.
You can use the WASD Keys. Are you having any problems with the webplayer?
Question!
Hello guys! I’ve have a question/poll to ask. Lately my brain has been wandering around about this game’s path and I was wondering whether I should go with a Survival Type Game (Non-Linear) or a Story Type Game (Linear). What do you guys think?
Updates
Reworked the AI Pathfinding and fixed some bugs with the AI (Repeated sound). The AI now have a quick time event. Once the Enemy gets closer it creates a quick time event in which you mash space to get away, but for now it just kills the zombie. A flashlight gauge has been created as well as RIFLE only UI. Player Stats have been implemented, but not entirely noticeable.
Bugs - If two or more zombies are on you the game will be frozen, or reset.
Thank you guys for all your comments. I love all the constructive critism, it helps me very much!
I think these updates will be more spaced out in days. (every other week, weekly)
It’s been well 2 weeks since the last update. I’ve been procrastinating lots with this project and slowly losing interest in it because of it, but I tell myself that I need to do something! I don’t have much to show at all, because I’ve been trying to work on it, but I see myself turning on my laptop. Opening the project and just blankly look at it knowing what I need to do to later leave it 30 minutes later.
It’s been rough lately. Been sorta in a slum doing absolutely nothing right now, but I keep telling myself I CAN DO THIS…!
Here is the titlescreen I manage to work to show some progress.