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Zombie Epidemic (Started 6/1/12) [v0.58]

Archive: 50 posts


NOTE: This project is being resurrected from death. I am currently in the process of cleaning and dusting this old thread up to reflect this. For those unfamiliar with this project, you can play the level here (http://lbp.me/v/czqhd7).

Hello everybody! I'm BIGGamerer, and I'm here to show you my Zombie shooter. *Sees people turn away*

Wait! Don't go away! I've put quite a bit of time into this time by incorporating elements that never before have been seen. This level is a homage to the Boxhead series of flash games, and to make sure it's a faithful homage, I recreated the multiplier system used in those games in LBP2 and used it in this level!

I initially worked on this project in the summer of 2012 but abandoned it in fall of the same year. Just recently on 6/1/2014 I decided to revisit the project and attempt to finish it up. This project has been mostly a solo project, but a small but valuable amount of assistance has been given by hairybones1997 (http://lbp.me/u/hairybones1997) and Timmothychan (http://lbp.me/u/Timmothychan), and logic from the creator's toolkit and pivottt's health meter toolkit is used to assist but not replace the creation of logic in this level. I am not actively seeking help as of now but that is subject to change. Hopefully this project will be finished by 8/1/2014, but that may or may not change depending on what gets done.

Features list:

Effort:
-Worked on for significantly more than an hour (By the end, development will have spanned from 6/1/12 - 8/1/12; 6/1/14- 8/1/14.)
-Includes gameplay mechanics uncommon in most zombie shooters (It's not another stupid zombie shooter.)
-There's explosions
-Is not being created by a 10 year-old who's stealing others' logic
-Logic-heavy (I'm fighting with the system's limitations to get features into this level!)

Weapons (Only the pistol is available from the start):
Pistol
Barrels
SMG
Shotgun
Mines
Rocket Launcher
Gamma Launcher

Realistic Reloading System (Rarely seen before!):
-All weapons when necessary have both a limited amount of clip ammo and reserve ammo (Pistol has infinite reserves, Barrels and mines both only have "clip ammo".)
-Reloading is possible under ALL circumstances except when the currently selected weapon has no reserve ammo, the currently selected weapon has a full clip of clip ammo, OR when the weapon in question cannot be reloaded (Barrels, mines)

Multiplier system:
-Normal zombies score a certain amount of points which varies directly with your multiplier level.
-NOT the LBP2 multiplier. Multiplier goes from x0-100 and increases when a zombie is killed and decreases by 1 when a zombie is not killed for a set amount of time.
-The set amount of time before the multiplier decreases is inversely related to the multiplier level. The higher the multiplier, the shorter amount of time it takes for the multiplier to decrease by one.
-Increasing the multiplier not only dictates the amount of points you get for killing zombies; in order to receive gun upgrades you must increase the multiplier to a certain amount. (See Upgrades.)

Upgrades:
-In order to receive gun upgrades, you must increase the multiplier to a certain value. These are the gun upgrades and their multiplier level requirement. None of these upgrades are set in stone and are subject to change or removal.

x3- Pistol Upgrade: Dual-wield pistols
x5- New Weapon: Barrels
x10- New Weapon: SMG
x15- New Weapon: Shotgun
x20- SMG Upgrade: More Damage
x22- New Weapon: Mines
x23- Barrel Upgrade: More Barrels
x25- Shotgun Upgrade: Dragon's Breath Ammo
x30- New Weapon: Rocket Launcher
x33- Barrel Upgrade: Bigger Explosion
x35- SMG Upgrade: Faster ROF
x38- Mine Upgrade: More Mines
x40- Shotgun Upgrade: Increased Clip Size
x45- Rocket Launcher Upgrade: Faster Reload
x50- Shotgun Upgrade: Larger Spread
x55- Mine Upgrade: Bigger Explosion
x60- Rocket Launcher Upgrade: Bigger Explosion
x65- SMG Upgrade: Dual-wield
x70- Shotgun Upgrade: Increased Damage & Range

Zombies:
-All zombies have 100 HP and take varying amounts of damage from different guns.
-All zombies move sideways when a wall is detected nearby to avoid the wall. In the event that a zombie hits a wall, it spends one second back up before pursuing the player again.
-There are 8 zombie types, the normal, fast, rage, regenerative, tough, fireproof, spawner, and shooter zombies.

Zombies' Hit Detection:
-There are 7 weapons, but they emit a total of 18 tags that cause the zombies to take varying amounts of damage.
-For a hit detection workaround, some tags are simply different versions of each other. Firing some guns causes multiple versions of the same bullet to be emitted, making it easy for enemies to take varying amount of damage and register damage for two or more projectiles at the same time.
-This hit detection workaround is not as effective for weapons or damaging objects that stay active in one place for an indefinite amount of time. (Barrels, rocket launcher explosion, mines, turrets, etc.)
Player's Hit Detection:
-Player has 100 HP
-Each individual zombie when in contact with the player will do 5 HP of damage
-After damaging the player once, each individual zombie tries to damage the player after 0.5 seconds. (Example: 2 zombies in contact with the player for 0.1 seconds will deal 10 HP of damage. 3 zombies in contact with the player for 0.7 seconds will deal 30 HP of damage.)

Misc. Features:
-Day/night cycle (Currently being refined.)
-Wave system (Made be abandoned. It depends on what I think helps the level flow better.)

Check out these gameplay photos:

http://ie.lbp.me/img/ft/11e12459be81d0f3daca7bc1ea63ce9941870c56.jpg

http://if.lbp.me/img/ft/e1fe88a8aae468bb244033c48d8bf6dc465667b1.jpg

http://i8.lbp.me/img/ft/4e83299a65be694f98e97d41ab29ad072fe67731.jpg

More photos can be viewed here (http://lbp.me/u/BIGGamerer/photos), or you can queue the level here (http://lbp.me/v/czqhd7).

Check out this gameplay footage of v0.47:


https://www.youtube.com/watch?v=LVWnvYI4qHM&feature=youtu.be

UPDATE: This thread has underwent a significant revision. Any posts before 6/26/2012 11:22 P.M. EST are in response to an older version of this post, bear this in mind when looking through the first few posts.

UPDATE 2: Most responses in this thread are from years ago. Take this into consideration when replying to any of them.

TL;DR: Read the whole text, this level is complex enough where simply looking at the screenshots won't get you a great idea of what this project is about. I'm currently not actively searching for help, but I am pondering over doing so, and reading through the entire text will help to familiarize yourself with the project in the event I decide to call for assistance.
2012-06-23 22:19:00

Author:
BIGGamerer
Posts: 182


Cherry Zombies XD
Anyway I want to play this once it comes out, so many hours of REE in school wasted with boxhead... He he he.
Edit: Woah some double post of what I said and extra underneath? Mind = Blown!
2012-06-24 10:30:00

Author:
waaghgork
Posts: 160


Sounds like it has a lot of potential.

Have you thought of adding some more powerups? Interesting powerups can make each experience different in a game like this - Double damage, invisibility, one-shot-kills, super speed etc.

But I'll definitely play this level when you release it. I love the sound of the health system.
2012-06-24 11:05:00

Author:
DaSpoony
Posts: 191


Well sounds ok but if you plan on the zombies looking like that then the level will seem no different to the other thousounds of zombie levels using red material zombies.

What makes a zombie level stand out from all the other is its look more than anything. Most people lately wont even bother learning how to play or going for the high score if the levels design and look bores them.

If you look at the umber of sidescroller shooters out there then you'll notice its the same with them.

Also you should add different types of zombies with unique abilities. (And i don't just mean green ones that spit or something like that.)
Also various different pickups that can change how you play the game would work well.
Some pickup ideas can simply be turrets or barricades, etc.


One way i sovled the random spawning of enemies in my Deaville hollow level was by spawning some zombies from the actual player. I just added 3 emitters that will randomly spawn a zombie off screen either in front or behind the player meaning because the player is constantly changing angles and moving the zombies keep coming from different positions every few minutes.
2012-06-24 11:22:00

Author:
Lordwarblade
Posts: 761


Thanks for the feedback on the visuals and gameplay. Since I'm not big on visuals, I'm now considering getting some assistance on them. (More likely than not the end result will be me inviting some of you to help me out if possible.) Hopefully I can gather some people for some private beta testing as well. I'd rather go no testing than public testing, but testing would be great.

There are some major thermo issues I'm having which I didn't quite elaborate on. The level runs okay until the amount of zombies on screen hits 90-ish, at which point the thermo nearly overheats or overheats. The level appeared to perform better when I switched the model shape from a 2-layered oval with two rectangle arms to a 2-layered rectangle with 2 rectangle arms, and when I changed the material from basic cardboard to freaky clouds, hence why it's set to freaky clouds right now. Barrels take up a surprising amount of thermo; somewhere between 1/64 to 1/128 of the thermo. I might be underestimating that, however. This may or may not stem from the fact that its logic involves 17 impact sensors. The player and the HUD take up a whopping 3/16 of the thermo, my optimization of logic on the player lowered the thermo but not as significant of an amount as I expected. (All weapons at the time were using separate reloading systems, and changed all that successfully to a one-size fits all reloading system.) Before going into play mode, with all chips closed, the thermo level is little above 1/4 full.

Okay, about the gameplay and logic and whatnot you all have suggested. @DaSpoony & Lordwarblade, I currently have no plans for powerups, since that would make keeping game balance a difficult task, and since the gun upgrade system currently in my level already makes game balance something difficult to achieve.

@Lordwarblade, I like your idea of spawning zombies in relation to the player. Although the game camera in my level is zoomed out considerably, I'll look into that system and check out your level which uses said system to see how it affects gameplay. Also, work on visuals is needed as you've stated. Visuals have taken a back seat in my list of priorities in favor of logic, hence why the player is still made out of basic cardboard. I see no reason, however, to add turrets or barricades as pickups when I have my Boxhead-style multiplier system I'm using for unlocks & score.

@waaaghgork, although I took the time to write an excessively detailed first post, I haven't taken the time consider some of you guys helping out. As of right now, however, I see no reason to restrict anybody from assisting, especially since I'm having significant thermo issues and visuals that need improvement.
2012-06-24 14:29:00

Author:
BIGGamerer
Posts: 182


Well sounds ok but if you plan on the zombies looking like that then the level will seem no different to the other thousounds of zombie levels using red material zombies.

What makes a zombie level stand out from all the other is its look more than anything. Most people lately wont even bother learning how to play or going for the high score if the levels design and look bores them.

If you look at the umber of sidescroller shooters out there then you'll notice its the same with them.

Also you should add different types of zombies with unique abilities. (And i don't just mean green ones that spit or something like that.)
Also various different pickups that can change how you play the game would work well.
Some pickup ideas can simply be turrets or barricades, etc.


One way i sovled the random spawning of enemies in my Deaville hollow level was by spawning some zombies from the actual player. I just added 3 emitters that will randomly spawn a zombie off screen either in front or behind the player meaning because the player is constantly changing angles and moving the zombies keep coming from different positions every few minutes.

My level has 5 major features which make it unique versus nearly all other zombie shooters in LBP2, including some of your own. There's a good reason that I've spent around 2300 minutes in create mode creating this level.

It's interesting, however, when you bring the visuals thing up. I wouldn't say that they're everything, but I do need to find a way to connect to everybody that this shooter has some excellent, revolutionary gameplay, and good visuals might be the way to communicate that, especially since the first thing that struck you in the gameplay photos I provided wasn't the neat logic, but instead the visuals.
2012-06-25 04:25:00

Author:
BIGGamerer
Posts: 182


I didn't read all of it but it seems pretty cool, I myself am also working on making a zombie project, which I started just a few days ago.

And yes, visuals are ALWAYS a good thing. Especially since most zombie levels just have cardboard shapes.
2012-07-01 21:48:00

Author:
Unknown User


This sounds pretty good, i too am eventually making one. I've got a concept level that i made at the release of LBP2, when you get surrounded by zombies you can press circle to push them back, if theres too many they will overpower you and munch your brains

You too should put a push back mechanic in your game, its adds more realism to it. I can't count the amount of times i've played a poorly made level and get stuck on something or in a corner and im completely defenceless lol
2012-07-02 00:45:00

Author:
artise
Posts: 353


It's interesting that you note that, since currently there's no knifing or push back feature. Get stuck in a corner and the zombies will surround you to death.

I haven't been working as much on this project on the last few days as when I was working on it days prior to this thread. However, I'm still on pace for a playable beta on July 15 or earlier, and I'm about ready to make myself a checklist to mark off for getting this ready for a beta. I came up with ideas for different zombie types, and I came up with 12 potential zombie types, some are generic (tough zombie, fast zombie), but others are quite original (rage zombie, regenerative zombie, dodger zombie).
2012-07-02 03:17:00

Author:
BIGGamerer
Posts: 182


Version 0.2 of Zombie Epidemic has been released! Queue it here (http://lbp.me/v/cy3vgy)!

I'm working on version 0.3, which will include a menu system and a new HUD feature which will tell the player at what multiplier level will the next upgrade be earned.

There are many more issues to fix other than the ones I'll address in v0.3, but I'll get to them eventually. I don't plan to release huge updates with many fixes at once, but instead release small updates that fix things one at a time. You'll likely see v0.23 and v0.27 pop up before you see v0.3.

The original post in this thread is a little outdated, and once I stop being lazy, I'll post again in this thread with a large amount of text detailing all of the things there is to know about this project.

UPDATE: Version 0.22 has been released! The menu has been implemented, queue the new version here (http://lbp.me/v/czqhd7).
2012-07-17 03:06:00

Author:
BIGGamerer
Posts: 182


Well, might as well get you all caught up on what's happening with my level Zombie Epidemic.

v0.26 is the latest build of the level as of the time of this post being posted. Currently, all patches have been for the menu and its features, but that will change soon.

The next few updates will do stuff as indicated in the following list, which is ordered on priority:
1. (Issue to be fixed) When attempting to deploy a barrel on top of another barrel, a barrel is not emitted, but it counts against your barrel supply.
2. (Feature to be added) Regenerative zombies will flee with less than 50% health to attempt to regenerate health. (This may or may not be patched in depending how the game plays with this adjustment.)
3. (Game balance tweak to be made) Health pickup will only restore 50% of health. (This one's also a maybe.)
4. (Feature to be added) A new menu option, the help option, which will explain how to play the game, what the controls are, what each of the zombie types do, and what upgrades there are and at what multplier level you earn them. This feature will replace the current magic mouth tutorial given just before the start of the game.
5. (New arena to be added) "The Long Road," a new arena will be added. Both arenas will be given names, the other one will be referred to as "Middle East."
2012-07-19 23:05:00

Author:
BIGGamerer
Posts: 182


Just adding to what I had said in game.

The logic for the weapons and hit logic etc was great no flaws that i could find. The zombies also seemed to move quite well. I was wondering about the reloading though. I originally had a manual reload system but dew to people complaining removed it and added an automatic reload system. Though it is more realistic and adds that sense of oh no i'm out of bullets.

Also like i mentioned before i couldn't see any real difference between the zombies other than speed and toughness. If they do more or have more abilities then they need to stand out more but then again i did only see the red, black and yellow ones.

One thing i did with my zombies was i made a small arena added all the different kinds i had and used the same model for each. By doing this I was able to see if I could notice any differences as they all looked the same but had unique abilities like fire resistance etc. If you can't tell them apart when they look identical then you know they need more work. Hope this is a useful tip. Though feel free to ignore it.

The weapon icons on the hud are well done and make it easy to know what you have. I do think an option to quickly cycle through your weapons may be a good idea though as once the zombies start to surround and close in on you its awkward to equip the right weapon easily.

I think a close combat option would also be real helpful and maybe a sprint option or the ability to jump over the zombies to avoid their attacks. You rarely see the ability to jump in top down levels.

I have played many zombie levels some good most horrible and really in the long run they are all pretty much the same.
Having a decent logic system and weapon selections is nothing that stands out as you jump in.
Most players wont even bother reading the help option or learning how to play so will never realise the potential the level holds therefore will see no real reason to play a second time.
This was my issue with Deadville hollow almost no one realised they had grenades or close combat weapons even though a magic mouth tells you about them.

Maybe more unique weapons may help draw people into the level. Or some kind of special abilities. From what I had played and seen I only really noticed the basic weapons and mediocre graphics and therefore came away thinking it wasn't really anything special.
I have read this thread and know there are heaps of special things as well as a lot of time and effort and logic work but really the basis of what you have now doesn't do the level justice.

This is just my opinion though and I am a player that always wants more especially graphic wise so I may be completely wrong so please don't take offence to anything i have said.

Regardless of what I have said above I am still keen to see this level grow and get better so I will be available for future testing if needed. But when it comes to feedback and criticism I can be harsh sometimes.
2012-07-20 13:44:00

Author:
Lordwarblade
Posts: 761


Do you need any help with any logic issues if there are any??? I Would Love to help you as much as I could because this Sounds Bad *** 2012-07-20 23:58:00

Author:
Awesome_Guy
Posts: 167


Just adding to what I had said in game.

The logic for the weapons and hit logic etc was great no flaws that i could find. The zombies also seemed to move quite well. I was wondering about the reloading though. I originally had a manual reload system but dew to people complaining removed it and added an automatic reload system. Though it is more realistic and adds that sense of oh no i'm out of bullets. I had a surprising amount of trouble implementing auto-reloading, so I've stuck with fully manual reloading. If people complain, I'll probably add auto-reload

Also like i mentioned before i couldn't see any real difference between the zombies other than speed and toughness. If they do more or have more abilities then they need to stand out more but then again i did only see the red, black and yellow ones. Ahh, there are 8 total zombies, and it's impossible to have fought all of them until wave 7. The only difference between the first three zombie types happens to be their speed and toughness.

One thing i did with my zombies was i made a small arena added all the different kinds i had and used the same model for each. By doing this I was able to see if I could notice any differences as they all looked the same but had unique abilities like fire resistance etc. If you can't tell them apart when they look identical then you know they need more work. Hope this is a useful tip. Though feel free to ignore it. Interesting, but I'm not sure if I need to take this measure right now.

The weapon icons on the hud are well done and make it easy to know what you have. I do think an option to quickly cycle through your weapons may be a good idea though as once the zombies start to surround and close in on you its awkward to equip the right weapon easily. I'm currently thinking about whether or not I should implement that. Implementing something like that would remove the false difficulty that arises from swapping weapons which I feel adds some realism. I tried to pace the game taking into account this false difficulty by making the first few waves easy so players could adapt to the selection technique.

I think a close combat option would also be real helpful and maybe a sprint option or the ability to jump over the zombies to avoid their attacks. You rarely see the ability to jump in top down levels. CQC is absolutely necessary for a level like mine, but right now I have other things prioritized, like explaining how my level works to stupid noobs.

I have played many zombie levels some good most horrible and really in the long run they are all pretty much the same. Levels of any genre boil down to the same thing. It's how they take an approach to the genre that causes them to be different, not the same, in some sort of way. Does my level take a different approach on zombie shooter? I think it's safe to say that. Again, most zombie shooters don't have the realistic reloading logic of mine or the boxhead-style multiplier.
Having a decent logic system and weapon selections is nothing that stands out as you jump in. It's surprised quite a few right now that the logic in my level is even possible.
Most players wont even bother reading the help option or learning how to play so will never realise the potential the level holds therefore will see no real reason to play a second time. That's the stupid noob's normal approach to any sophisticated level like mine. I'm seriously considering forcing the player to view the help section of my menu when I make it before they can start the game.
This was my issue with Deadville hollow almost no one realised they had grenades or close combat weapons even though a magic mouth tells you about them. Those elements didn't seem important in your level, hence why even I didn't use them even though they were available. Really part of it is stupid noobs, but the other part is the significance of game features.

Maybe more unique weapons may help draw people into the level. There's a precarious sense of game balance I'm trying to achieve with having all of these weapons and making sure nothing is overpowered, and making sure the rate that the player earns upgrades is just right as the player survives. Adding more weapons will disrupt this balance. In addition to all of this, I'm wrestling the thermo to keep just 50 zombies on-screen at one time. I have pretty good game balance right now, and I don't want to mess it up. If I add more weapons, it'll be the last thing I do unless a lot of people ask for more.Or some kind of special abilities. From what I had played and seen I only really noticed the basic weapons and mediocre graphics and therefore came away thinking it wasn't really anything special.
I have read this thread and know there are heaps of special things as well as a lot of time and effort and logic work but really the basis of what you have now doesn't do the level justice.

This is just my opinion though and I am a player that always wants more especially graphic wise so I may be completely wrong so please don't take offence to anything i have said.

Regardless of what I have said above I am still keen to see this level grow and get better so I will be available for future testing if needed. But when it comes to feedback and criticism I can be harsh sometimes.

(I had to rush through this post, didn't have enough time to address everything, sorry.)
2012-07-21 15:34:00

Author:
BIGGamerer
Posts: 182


"That's the stupid noob's normal approach to any sophisticated level like mine. I'm seriously considering forcing the player to view the help section of my menu when I make it before they can start the game."

Hmm i would say this would be a bad idea. Your obviously putting a lot of effort into this and trying to make it unique and remake the genre but by making the level too complex and forcing "the Noobs"who really are the core players in lbp to watch things they don't care about will really be the downfall of the level and it will not get the attention it deserves. Why do you think my zombie level never made it to the cool pages like you said yourself it deserved to be. Its because the "noobs" found it too hard.

I did get my brother to play your level while i was playing that's actually why i died so fast he was hopeless and got bored. He doesn't create and saw no difference between your level and that Zombie island series that is so popular in lbp. Most of my comments are based on what he saw and thought as your every day casual gamer.
Where i saw accurate logic and a great weapons system he just saw colored things that die when he shoots them and a level design he worded as boring. And i can tell you he is no noob player he just doesn't create therefore all he sees is what's onscreen and if it plays to his liking and makes the whole experience feel worthwhile.

Really i have to be honest and say that no matter how much you justify your logic the level still feels like another zombie shooter to me albeit better then most i have played.
This is why. Again please don't take offense i still think its one of the better levels but not yet justifiable as a new breathe of fresh life.

Yes i can reload myself but is it something that makes me feel happy - not really any different to automatic reloading or any other manual reloading i have tried in other shooters though it is responsive which helps.

Does the zombie hit detection feel any better to my own level or some others - Not really i hit them they take damage till they die. Yes they slow down a fraction which is great and yes they take different amounts of damage depending on the weapon but that isn't new.

Do i like the weapons and selection system and the interesting way to earn more weapons and upgrades - Hell yeah very nice touch And is different from the usual power ups you get.

Does the explosion logic seem any better than any other i have seen - No because it seems to kill zombies even at the edge of the explosion which i find unrealistic. One thing i did in mine was ignore that as well but mainly because i gave up on the project. I did have radius impact logic worked out as well as debris but gave up on it. I did add any surviving the blast caught fire though and take fire damage and can set the player and other zombies on fire briefly by touch. Maybe this would be a nice feature in your level too.

Did i enjoy the visuals enough to bother with a new arena - No.

Did i enjoy multiplayer - I'll get back to you on this as i only tested it single player as i rarely play multiplayer. Eager to see how it plays though with two players.

Also Day/night cycle and Wave systems are not a new thing but a good thing. Though day and night cycle very fast and really night should be darker that's one thing i actually enjoyed about your original zombie level it was dark and you had no idea where the next zombie was gonna jump out from. Maybe darker night and flash light on the player would be an interesting touch.

Also how high is the thermo? I fit a lot into my level but mostly graphics ate the thermo all the logic and achievements and other data only really used up maybe half the thermo once combined. And there is a lot of logic in there though being my very first level made it isn't neat logic really. Thats why there's a lot of bugs. Hmm maybe i should remake the level from scratch. with my new logic skilles and AI logic it would work a lot better than it does now. You've sorta inspired me to remake it now. (**** gonna be yet another thing to do)

Like i said i give harsh criticism at times. You can ignore all this if you want especially as this is really just a beta and not finished yet.
2012-07-21 17:06:00

Author:
Lordwarblade
Posts: 761


EDIT: Oops PC stuffed up and i double poseted by accident sorry.2012-07-21 17:22:00

Author:
Lordwarblade
Posts: 761


Will there be a Map selection option on the menu when it is added, and also will there be more maps in due course other than just the two??2012-07-21 18:53:00

Author:
Awesome_Guy
Posts: 167


Did i enjoy multiplayer - I'll get back to you on this as i only tested it single player as i rarely play multiplayer. Eager to see how it plays though with two players.

About that... This level of mine is one-player only. I should make some quick edits...
2012-07-21 23:46:00

Author:
BIGGamerer
Posts: 182


About that... This level of mine is one-player only. I should make some quick edits...

Ah ok well i'll be sure to test again single player.
2012-07-22 13:54:00

Author:
Lordwarblade
Posts: 761


Before I do this, I'm going to busy myself with adding in a new help option in the menus, but I'm contemplating adjusting the shotgun to deal 50% less damage and have twice the rate of fire and adjusting the game balance from there, which would probably mean that some upgrades would have their unlock levels shuffled around, and the shotgun would get more ammo capacity. The main reason I want to do this is to make the enemy AI a more significant threat than they currently are versus the shotgun, yet at the same time have it so that the shotgun still kills in the same amount of time it did before. Currently, zombies like the rage zombie (red) and regenerative zombie (orange) can't do much even with their special abilities--the rage zombie moves faster when shot and the regenerative zombie flees the player when low on health and constantly attempts to regenerate it.

On a unrelated note, to decrease the difficulty of keeping track of what upgrades the player has achieved, I'm planning on adding a little weapon levels display feature. When this new HUD feature is created, an upgrade for a certain weapon will cause it to go up a "level". (Example: The level 1 SMG turns into a level 2 SMG with the extra damage upgrade when the multiplier reaches 20. When the SMG is selected now the display will show the SMG and small text saying "lvl 2.") Keep in mind that this new feature will NOT impact the actual upgrades themselves or how the player earns them.

Work on the arena "The Long Road" has been delayed so that cool new stuff like what I've typed above can be implemented.

Please continue to post feedback and follow this project as it is slowly completed! I've received some good in-depth feedback, but I haven't received a lot of it. I'm no longer expecting this level to be finished by 8/1/2012, so now is a great time to give me feedback. I'm going to set a new expected finishing date of 8/20/2012.
2012-07-27 02:44:00

Author:
BIGGamerer
Posts: 182


v0.37 is out, but it doesn't do any of the stuff I was planning to do earlier. I discovered a very serious bug where firing the shotgun, quickly switching to another weapon, and switching back to the shotgun causes you the fire another shotgun round without pressing R1 or having it deplete your ammunition. v0.37 is a rewiring patch that fixes this issue.

v0.40 will be next, and the new help option will be implemented with this update, which will come with two options to see how to play and view the controls. This new help option will slowly replace the magic mouth tutorial as it is updated.
2012-07-27 16:49:00

Author:
BIGGamerer
Posts: 182


This is a really fun game, and one of the best Zombie ones iv played. Normally im a picky guy when it comes to Zombies Games, But this on me over the second i played it. The map that you play on isnt the biggest but is quite detailed, the zombies may need work on visuals, and the fact they can get stuck on walls sometimes but other than that the zombies have an advanced logic and AI System. And the HUD Looks good and works very well. And to be honest it ha some realistic Ammo Reloading and the Weapons arent Overpowered at all. I cant wait to see the complete finished product.2012-07-27 16:57:00

Author:
Awesome_Guy
Posts: 167


This is a really fun game, and one of the best Zombie ones iv played. Normally im a picky guy when it comes to Zombies Games, But this on me over the second i played it. The map that you play on isnt the biggest but is quite detailed, the zombies may need work on visuals, and the fact they can get stuck on walls sometimes but other than that the zombies have an advanced logic and AI System. And the HUD Looks good and works very well. And to be honest it ha some realistic Ammo Reloading and the Weapons arent Overpowered at all. I cant wait to see the complete finished product.

Thanks for the feedback. I'm noticing that while zombies do try to back up when they hit walls, sometimes they don't successfully do that, or they're forced into the wall by another zombie running straight into the back of them. The zombie that rams them into the wall will also get stuck, but they won't try to back up. The zombies don't try to avoid barrels. I've kept that in as of now because it makes for awesome explosions and makes the barrels effective, but it makes the zombies look pretty stupid for a level that aims to have slightly better zombie AI than the rest of the bunch.
2012-07-27 21:54:00

Author:
BIGGamerer
Posts: 182


v0.40 is out, but is for a major bug fix instead of the new help option. With v0.37, I accidentally introduced a major bug which would cause the shotgun to not fire at all. v0.40 fixes this issue. v0.43 will add the help option.

Remember to play the level and post feedback. Anything is appreciated! I haven't got a lot of feedback, so I've been making these updates knowing only what a few people want.
2012-07-29 03:15:00

Author:
BIGGamerer
Posts: 182


Hey guys! v0.43 is nearing completion. I've been spending time away from the level for quite some time now, but I'm slowly getting back into it.

The help option that will be in v0.43 will include two options to view how to play and view the controls. Also in v0.43 will be messages that appear if the player attempts to equip a weapon they have not yet unlocked.

v0.45, the next planned update, will improve zombie AI and possibly improve game performance.

v0.50 could include another improvement to the help sub-menu. The zombies haven't been explained very well; this update would eliminate that issue by implementing a new option to learn about the zombies and their special abilities.

I've been thinking for a very long time about tweaking the shotgun, but no one has complained about any game balance issues involving the shotgun, so I won't make any gameplay tweaks to it.

Please play the level here (http://lbp.me/v/czqhd7) and leave feedback if you haven't already! Judging by the activity of this thread since its creation, it seems many people are showing interest in the level but have not actually played it.
2012-08-10 17:06:00

Author:
BIGGamerer
Posts: 182


Sorry i haven't replayed it yet I've been busy but i will test it again as soon as i can and try to give more feedback. Looks like its progressed a lot since i last played.2012-08-12 07:34:00

Author:
Lordwarblade
Posts: 761


v0.43 has just been released!

v0.42 added a new help option to the menu which includes the ability to view how to play and view the controls.

v0.43 adds magic mouth messages that display when the player attempts to select a weapon they have not yet unlocked, informing them of what multiplier level they must achieve before they can use that weapon.
2012-08-14 18:30:00

Author:
BIGGamerer
Posts: 182


Koolieo^^^ I'l be sure to test it out 2012-08-15 23:02:00

Author:
Awesome_Guy
Posts: 167


Apparently inappropriate-sounding terms like "x5," "x10," "x15," "x22," and "x30" are very bad profane words that we should forbid ourselves and our children and their children from using in real life since they were bad enough to be censored by the game after I published the level. (The words were not censored in create mode, but I found "x30" to be censored during a test of the level in play mode. I'm not sure if the other terms were censored, but they probably were. The terms are used in magic mouth messages newly added in v0.43.)

v0.48 will be the next update. It will improve the spawn system and improve game performance and fix the issue caused by MM's unwillingness to let children learn their numbers.
2012-08-17 03:19:00

Author:
BIGGamerer
Posts: 182


You need to stop saying that, delete your post. Kids play this game you sick freak.2012-08-17 07:16:00

Author:
Unknown User


You need to stop saying that, delete your post. Kids play this game you sick freak.

http://i.qkme.me/6h84.jpg

Anyways, this thread needs to get back on track before it gets derailed any further.
2012-08-18 01:49:00

Author:
BIGGamerer
Posts: 182


Well I haven't played your level yet but it sounds very interesting. I have one thing though. Why not make it really unique and not make it a zombie game? Zombie shooters are every where out there and in my opinion way past there time. I feel they are just over used and beat into the ground. Why not make it something else? Maybe a war game? Like your a seal member doing a mission? I think that, that premise alone will make it much more interesting and stand far above everything else. Instead of getting upgrades as you get a multiplyer why not let them call in support and have to buy them or find them as they play the level in a mgs style. I hope you think about this seriously. Your level sounds fun still and I can't wait to try it out.2012-08-18 03:14:00

Author:
Dfw86
Posts: 138


Well I haven't played your level yet but it sounds very interesting. I have one thing though. Why not make it really unique and not make it a zombie game? Zombie shooters are every where out there and in my opinion way past there time. I feel they are just over used and beat into the ground. Why not make it something else? Maybe a war game? Like your a seal member doing a mission? I think that, that premise alone will make it much more interesting and stand far above everything else. Instead of getting upgrades as you get a multiplyer why not let them call in support and have to buy them or find them as they play the level in a mgs style. I hope you think about this seriously. Your level sounds fun still and I can't wait to try it out.

It has been 78 days since I first started working on this level. There is no way that the level will change THAT dramatically at this point.

You seem to be missing the point of this level, especially with the suggestion to eliminate one of the most critical, unique, and innovative gameplay mechanics of my level and replace it with a much more unoriginal and tame mechanic. (Shop-style and MGS-style mechanics have been done before in many different levels, no one I know of has recreated a multiplier system similar to mine at all.)

It sounds like you just scrolled through my original post, didn't put much thought into what's gone into this level, and as a result, you made this ignorant post.
2012-08-18 03:23:00

Author:
BIGGamerer
Posts: 182


Lol no I saw everything you said and i understand everything that has gone into it. I didn't mean this level itself. I re read my post and I didn't mean to come off as changing the whole game. I ment just apply these things to a different style level is all.2012-08-18 04:52:00

Author:
Dfw86
Posts: 138


If I took the time to read the previous posts I've made in this thread I'd realize how much of a little kid I was acting like back then. But that's not the reason I'm bumping this thread.

This is the reason:
I am going to make a serious effort to make v1.0 of Zombie Epidemic. Because of the recent inclusions of new logic features within LBP2, previous roadblocks I encountered in this project (logic-intensive zombies, logic-intensive processes in general) can potentially be overcome. The original post will be updated with more information regarding this in the next few days. I will attempt to complete this level until 8/1/2014. I do not intend to work on this level any further after that time.
2014-06-02 02:29:00

Author:
BIGGamerer
Posts: 182


v0.45 is out!

New changes:
-Spawn system overhauled to prevent spawn blocking with barrels (There is a known issue where zombies will occasionally spawn outside the arena. To counter this some logic has been added to destroy such zombies in such a way that they award zero points when they touch a defined out-of-bounds area.)
-Optimized logic.
-Fixed issue in v0.44 where baby zombies would de-spawn after a second of being alive.
-Modified Rage Zombie behavior: The Rage Zombie initially behaves like a Normal zombie, moving at speed 3.5. Upon receiving 50% damage, its speed increases to 6.0 permanently.

v0.46 will be out soon and feature some new improvements. The first few updates I'm applying to this level are mainly to clean things up and add a few minor enhancements before I decide to add new major gameplay features. It is important that the logic is optimized as much as possible before attempting to add in new features.
2014-06-05 04:20:00

Author:
BIGGamerer
Posts: 182


v0.46 is out!

New changes:
-The Dual-Wield Pistol upgrade is now unlocked at x3 multiplier (Previously it was unlocked with a x2 multiplier.)
-Fixed a bug that caused the day/night cycle to not function properly.
-Modified the day/night cycle so that certain parts of the day are darker (At night time it is completely dark. For now, an invisible light has been added on the player which automatically turns on during the night.)
-Added music: "Seconds To Live" by hairybones1997. Music can be toggled on and off by pressing the triangle button.

Known Issues or inconsistencies to be addressed in v0.47:
-Zombies occasionally spawn outside of the arena
-Zombies that sometimes spawn outside the arena sometimes do not die when touching the out-of-bounds area, causing game progress to halt
-The Tough Zombie does not appear to take the proper amount of damage from hits.
-The controls section in the main menu does not indicate that you can press triangle to change the music in-game. (The controllinator input names, however, have been modified to reflect this.)
2014-06-05 16:26:00

Author:
BIGGamerer
Posts: 182


I'll give it a go. I think I played a super old version of this a long time ago. I'll let you know what I think.2014-06-05 22:04:00

Author:
Tynz21
Posts: 544


v0.47 is out! New changes:

-Modified the day/night cycle so that night lasts a little longer. The light that turns on in the dark stays on longer through the early morning.
-Modified the spawn system to improve game performance and reduce the possibility of a zombie being spawned out of bounds. The previous system was suboptimal and could cause console freezes.
-The Tough Zombie's logic has been modified so that it takes the proper amount of damage from hits. The Tough Zombie now takes half as much burn damage. (In previous updates it took normal burn damage.)
-Modified out-of-bounds area to reduce likelihood of zombies spawning out of bounds.
-Fixed an issue where music would not play immediately upon loading the sub-level. (A work-around to this could be achieved by double-tapping triangle.)

Known issues to be addressed in v0.48:

-The weapon select system is awkward and inefficient when dealing with hordes of zombies. (This system was initially put into place for the sake of simplicity of wiring and optimizing game performance. The most recent update removes a large chunk of game performance issues and allows for more complex logic to created elsewhere.)
-Zombie behavior when dealing with explosions is unrealistic and immersion-breaking. (Currently, all zombies except for the fireproof zombie die immediately from explosions. This logic was originally put into place because the damage system regarding projectiles could not be applied to explosives. As a secondary positive consequence, it also saved quite a bit of thermo, as extra logic regarding damage sustained from explosions would have to be created and placed in the zombies. Having a bit of extra logic in zombies in a zombie shooter where as much as 50 zombies can be on screen at one time adds quite a bit to the thermo. The most recent update removes a large chunk of game performance issues and allows for more complex logic to created elsewhere, like here.)
-Zombies very rarely spawn outside of the arena. (The most recent update significantly reduces the likelihood of this occurring, but it may still happen.)
2014-06-07 02:50:00

Author:
BIGGamerer
Posts: 182


v0.48 is out! New changes:

-Fixed a bug where pickup boxes could only restore ammo for mines if mines were selected.
-Nerfed fire damage. (Previously, fire did 10 dmg/sec and was a permanent effect. Now, fire does 5 dmg/sec and lasts up to 6 seconds after being exposed to fire or explosions. Fireproof zombies take no fire damage; Tough zombies take half fire damage.)
-Nerfed explosive damage. (Previously, all explosions instantly killed all zombies except for the Fireproof zombie. Now, explosions deal 40/60/80 damage to all zombies except for the Fireproof and Tough zombies, and 20/30/40 damage to Tough Zombies. Fireproof zombies still do not receive damage from fire or explosions. The damage dealt depends the location of the zombie from the center of the blast. All zombies affected by explosions are set on fire.)
-Fixed an issue where rockets from the rocket launcher would go through barrels instead of colliding with them and exploding.

Known issues to be addressed in v0.49:
-The weapon select system is awkward and inefficient when dealing with hordes of zombies. (This system was initially put into place for the sake of simplicity of wiring and optimizing game performance. The most recent update removes a large chunk of game performance issues and allows for more complex logic to created elsewhere.)
-Zombies very rarely spawn outside of the arena. (The most recent update significantly reduces the likelihood of this occurring, but it may still happen.)
-Zombies do not behave as intended around barrels. (They run straight into them and do not back-up if they collide with them.)
-The inclusion of new logic regarding explosion damage has caused performance issues (again) when dealing with high numbers of zombies. Some suboptimal logic is contributing to this issue.
-The game is poorly balanced. (The difficulty curve is imbalanced, and there is a sudden spike in difficulty in the later stages. Game elements have been properly tested for fairness.)
-The UI is not very informative. (It is currently impossible to know in-game when a certain upgrade will be unlocked, or review what upgrades have already been unlocked. It is not possible to view the characteristics of zombies.
-High scores achievable in previous versions of the level are now almost impossible to achieve because recent updates have increased the difficulty of the game.
2014-06-07 23:27:00

Author:
BIGGamerer
Posts: 182


v0.49 is out! New changes:

-The difficulty has been balanced. There are no more huge difficulty spikes.
-Max reserve ammo for the SMG has been increased to 480/960 (without dual-wield/with dual-wield). (This value was previously capped at 360/720.)
-Max reserve ammo for the Shotgun has been increased to 40. (This value was previously capped at 30.)
-Added music: "Struggle for Humanity" by BIGGamerer. Music can be cycled through in the level by using the triangle button.
-Modified day/night cycle for more realistic-behaving night.

Known issues to be addressed in v0.50:

-The weapon select system is awkward and inefficient when dealing with hordes of zombies. (This system was initially put into place for the sake of simplicity of wiring and optimizing game performance. The most recent update removes a large chunk of game performance issues and allows for more complex logic to created elsewhere.)
-Zombies very rarely spawn outside of the arena. (The most recent update significantly reduces the likelihood of this occurring, but it may still happen.)
-Zombies do not behave as intended around barrels. (They run straight into them and do not back-up if they collide with them.)
-The inclusion of new logic regarding explosion damage has caused performance issues (again) when dealing with high numbers of zombies. Some suboptimal logic is contributing to this issue.
-The game is somewhat poorly balanced. (Some weapons may clearly be more powerful than others. It is extremely difficult any high multiplier unlocks within the game.)
-The UI is not very informative. (It is currently impossible to know in-game when a certain upgrade will be unlocked, or review what upgrades have already been unlocked. It is not possible to view the characteristics of zombies.
-High scores achievable in previous versions of the level are now almost impossible to achieve because recent updates have increased the difficulty of the game.
-There is an exploitable bug which allows you to shoot weapons or deploy objects without depleting clip ammo.
2014-06-08 21:53:00

Author:
BIGGamerer
Posts: 182


v0.50 is out! New changes:

-Fixed a major bug that allowed players to fire "free ammunition" if they held R1 while switching to another weapon. This bug was caused by suboptimal logic.

Known issues to be addressed/features to be added in v0.51:
-A damage nerf will be applied to all guns or properties that have not already been nerfed. (This includes the Pistol, SMG, and Shotgun)
-I might tinker with the rate at which the multiplier decays. Currently, for a given multiplier value of x, the multiplier decreases by 1 at a rate of 20/x seconds. This rate was sufficiently fast for earlier builds where zombies were weaker, but revisions of the game have made zombies more difficult to kill.
-More upgrades may be on the way: Given the recent heavy nerf to explosive weapons, gun upgrades I previously felt were unnecessary will be added into the game.
-A new gun may be added. Adding in new logic makes it increasingly difficult to have tons of zombies in the level at once, as adding a new gun requires that I incorporate even more damage logic within the zombies themselves.
-The weapon select system is awkward and inefficient when dealing with hordes of zombies. (This system was initially put into place for the sake of simplicity of wiring and optimizing game performance. The most recent update removes a large chunk of game performance issues and allows for more complex logic to created elsewhere.)
-Zombies very rarely spawn outside of the arena. (The most recent update significantly reduces the likelihood of this occurring, but it may still happen.)
-Zombies do not behave as intended around barrels. (They run straight into them and do not back-up if they collide with them.)
-The inclusion of new logic regarding explosion damage has caused performance issues (again) when dealing with high numbers of zombies. Some suboptimal logic is contributing to this issue.
-The game is somewhat poorly balanced. (Some weapons may clearly be more powerful than others. It is extremely difficult any high multiplier unlocks within the game.)
-The UI is not very informative. (It is currently impossible to know in-game when a certain upgrade will be unlocked, or review what upgrades have already been unlocked. It is not possible to view the characteristics of zombies.
-There's a few errors I made in conducting "Struggle For Humanity."
-High scores achievable in previous versions of the level are now almost impossible to achieve because recent updates have increased the difficulty of the game.
2014-06-11 03:39:00

Author:
BIGGamerer
Posts: 182


v0.51 is out! New changes:

-Nerfed damage for pistol, SMG, and shotgun.
-Added new weapon: Gamma Launcher. This weapon fires projectiles of controlled gamma rays (Yes, I know this is unfeasible right now in the real world.) that do massive damage and cut through enemies--when it hits an enemy it will keep going. This weapon can be obtained by achieving a x43 multiplier.
-Added new upgrade: Gamma Launcher- More Damage. This upgrade increases the weapon's damage from 66 to 90. This upgrade is achieved by obtaining a x63 multiplier.
-The multiplier now takes 25/x seconds to decay by 1, where x is the current multiplier level.
-Nerfed zombies' rotating speed from 750 to 666. Acceleration still remains at 100%.
-Modified music "Struggle for Humanity" by BIGGamerer.
-The square button, not the triangle button, is now used to change the music.

Known issues to be addressed/features to be added in v0.52:
-The ability to shoot through walls with the Gamma Launcher is an intended feature, but I am thinking of making this an upgrade instead of a standard feature.
-I am considering making the Gamma Launcher a true semi-auto weapon like the pistol. (Currently, the Gamma Launcher is a semi-auto with a max fire rate of 120 RPM.)
-I am considering shifting early upgrades around a little bit so that the dual-wield pistol upgrade is not achieved until a little later. At the same time, I want the player to be able to earn upgrades very early in the level.
-A melee feature will be added in the next update.
-Zombies currently damage the player instantly upon contact. This is kind of ridiculous and I'm going to change this.
-More upgrades may be on the way: Given the recent heavy nerf to explosive weapons, gun upgrades I previously felt were unnecessary will be added into the game.
-The weapon select system is awkward and inefficient when dealing with hordes of zombies. (This system was initially put into place for the sake of simplicity of wiring and optimizing game performance. The most recent update removes a large chunk of game performance issues and allows for more complex logic to created elsewhere.)
-Zombies very rarely spawn outside of the arena. (The most recent update significantly reduces the likelihood of this occurring, but it may still happen.)
-Zombies do not behave as intended around barrels. (They run straight into them and do not back-up if they collide with them.)
-The game is somewhat poorly balanced. (Some weapons may clearly be more powerful than others. It is extremely difficult to achieve any high multiplier unlocks within the game.)
-The UI is not very informative. (It is currently impossible to know in-game when a certain upgrade will be unlocked, or review what upgrades have already been unlocked. It is not possible to view the characteristics of zombies.
-High scores achievable in previous versions of the level are now almost impossible to achieve because recent updates have increased the difficulty of the game.
2014-06-13 17:31:00

Author:
BIGGamerer
Posts: 182


v0.52 is out! New changes:

-The Gamma Launcher is now unlocked with a x40 multiplier.
-The Rocket Launcher is now unlocked with a x25 multiplier.
-The Dragon's Breath Upgrade for the Shotgun is now unlocked with a x30 multiplier.
-The Larger Clip Size Upgrade for the Shotgun is now unlocked with a x42 multiplier.
-The Gamma Launcher's ability to shoot through walls is no longer standard. It is instead unlocked through an upgrade.
-The Rocket Launcher's max reserve ammo count has been increased to 16.
-The multiplier now takes 30/x seconds to decay by 1, where x is the current multiplier level.
-Added new upgrade for the Rocket Launcher: Larger Clip Size. This upgrade can be achieved with a x75 multiplier and transforms the rocket launcher from a basic launcher to one that holds 4 rockets. The maximum fire rate for the rocket launcher is capped at 85.7 RPM.
-In between waves you'll receive tips on how to play the game.

Known issues to be addressed/features to be added in v0.53:
-There is a bit of latency (1 frame) when firing weapons. This is easily fixable.
-There is noticeable latency (1-3 frames) in displaying the reserve ammo. It is possible that this can be remedied by optimizing logic.
-I am considering nerfing the amount of damage the player takes from explosions. Currently, the logic causes the player to take 12 damage from each explosion detected.
-There exists suboptimal logic in the way that the player health logic and the tips logic are implemented.
-There is a major bug which sometimes causes the player to lose all of their current reserve ammo for the dual-wield SMG. I am unsure of how or why this bug occurs, but it may have to do with switching weapons while reloading. I have not been able to recreate this bug, nor have I experienced it with any other weapons, including the regular SMG.
-I am considering making the Gamma Launcher a true semi-auto weapon like the pistol. (Currently, the Gamma Launcher is a semi-auto with a max fire rate of 120 RPM.)
-I am considering shifting early upgrades around a little bit so that the dual-wield pistol upgrade is not achieved until a little later. At the same time, I want the player to be able to earn upgrades very early in the level.
-A melee feature will be added in the next update. (I'm not joking this time!)
-Zombies currently damage the player instantly upon contact. This is kind of ridiculous and I'm going to change this.
-More upgrades may be on the way: Given the recent heavy nerf to explosive weapons, gun upgrades I previously felt were unnecessary will be added into the game.
-The weapon select system is awkward and inefficient when dealing with hordes of zombies. (This system was initially put into place for the sake of simplicity of wiring and optimizing game performance.)
-Zombies very rarely spawn outside of the arena. (The most recent update significantly reduces the likelihood of this occurring, but it may still happen.)
-Zombies do not behave as intended around barrels. (They run straight into them and do not back-up if they collide with them.)
-The rocket launcher is somewhat weak compared to other weapons. This is partly because zombies tend to be spread out.
-The UI is not very informative. (It is currently impossible to know in-game when a certain upgrade will be unlocked, or review what upgrades have already been unlocked. It is not possible to view the characteristics of zombies.
-High scores achievable in previous versions of the level are now almost impossible to achieve because recent updates have increased the difficulty of the game.
2014-06-16 03:19:00

Author:
BIGGamerer
Posts: 182


v0.53 is out! New changes:

-Added melee feature. Press 'circle' to melee. Zombies take 25 damage from melee attacks. Melee rate is limited to 120 melees/minute.
-Rebalanced Gamma Launcher; its max fire rate is now capped at 150 RPM.
-Buffed explosive damage from 40/60/80 to 50/65/80. All explosions still give zombies burn damage.
-Fixed a problem where the tips implemented in the last update would not display properly.
-Added new tips.
-Fixed an issue where a magic mouth would not output the correct subtitles after reaching the x75 multiplier upgrade for the rocket launcher.
-Fixed a bug with semi-automatic Rocket Launcher where attempting to fire the weapon faster than the fire rate restriction allowed caused the ammo count to deplete, even though a rocket wasn't fired.
-Updated menu to show that you can press 'circle' to melee in-game.

Known issues to be addressed/features to be added in v0.54:
-The melee feature probably needs re-balancing. In its current state it's not that effective.
-The game's difficulty seems to be a bit much for some players. Most players are unable to get past 10,000 points. I am considering adding in cheats so that those who want to enjoy the fun of blasting zombies can do so without the frustration of being unable to unlock the high-tier upgrades though normal gameplay.
-There is a bit of latency (1 frame) when firing weapons. This is easily fixable.
-There is noticeable latency (1-3 frames) in displaying the reserve ammo. It is possible that this can be remedied by optimizing logic.
-I am considering nerfing the amount of damage the player takes from explosions. Currently, the logic causes the player to take 12 damage from each explosion detected.
-There exists suboptimal logic in the way that the player health logic.
-There is a major bug which sometimes causes the player to lose all of their current reserve ammo for the dual-wield SMG. I am unsure of how or why this bug occurs, but it may have to do with switching weapons while reloading. I have not been able to recreate this bug, nor have I experienced it with any other weapons, including the regular SMG.
-I am considering making the Gamma Launcher a true semi-auto weapon like the pistol. (Currently, the Gamma Launcher is a semi-auto with a max fire rate of 120 RPM.)
-I am considering shifting early upgrades around a little bit so that the dual-wield pistol upgrade is not achieved until a little later. At the same time, I want the player to be able to earn upgrades very early in the level.
-Zombies currently damage the player instantly upon contact. This is kind of ridiculous and I'm going to change this.
-More upgrades may be on the way.
-The weapon select system is awkward and inefficient when dealing with hordes of zombies. (This system was initially put into place for the sake of simplicity of wiring and optimizing game performance.)
-Zombies very rarely spawn outside of the arena. (The most recent update significantly reduces the likelihood of this occurring, but it may still happen.)
-Zombies do not behave as intended around barrels. (They run straight into them and do not back-up if they collide with them.)
-The UI is not very informative. (It is currently impossible to know in-game when a certain upgrade will be unlocked, or review what upgrades have already been unlocked. It is not possible to view the characteristics of zombies.
2014-06-18 00:48:00

Author:
BIGGamerer
Posts: 182


v0.54 is out! New changes:

-Movement logic for all zombies has been optimized, improving game performance. Previous logic used 8 movers. The new logic uses one advanced mover.
-Zombies must now be in contact with the player for at least 0.3 seconds in order to deal damage. Zombies deal 5 damage every half-second as long as this criteria is met.
-A new visual effect has been added to zombies that occurs upon their death.
-New tips have been added.

Known issues to be addressed/features to be added in v0.55:
-The current spawn system has an issue which causes zombies to rarely spawn if you stay near the center of the map.
-As the level becomes more polished, I will begin to consider adding more arenas.
-Zombies as expected backup in the event that they hit a wall. They do not backup, however, if they collide with a zombie that is backing up. This causes zombies to get stuck.
-The new visual effect has not thoroughly tested.
-There appears to be a bug that causes the tips to not display properly.
-The "Wave Complete" text is overridden by the 'tips' text.
-The melee feature probably needs re-balancing. In its current state it's not that effective.
-The game's difficulty seems to be a bit much for some players. Most players are unable to get past 10,000 points. I am considering adding in cheats so that those who want to enjoy the fun of blasting zombies can do so without the frustration of being unable to unlock the high-tier upgrades though normal gameplay.
-There is a bit of latency (1 frame) when firing weapons. This is easily fixable.
-There is noticeable latency (1-3 frames) in displaying the reserve ammo. It is possible that this can be remedied by optimizing logic.
-I am considering nerfing the amount of damage the player takes from explosions. Currently, the logic causes the player to take 12 damage from each explosion detected.
-There exists suboptimal logic in the way that the player health logic.
-There is a major bug which sometimes causes the player to lose all of their current reserve ammo for the dual-wield SMG. I am unsure of how or why this bug occurs, but it may have to do with switching weapons while reloading. I have not been able to recreate this bug, nor have I experienced it with any other weapons, including the regular SMG.
-I am considering making the Gamma Launcher a true semi-auto weapon like the pistol. (Currently, the Gamma Launcher is a semi-auto with a max fire rate of 120 RPM.)
-I am considering shifting early upgrades around a little bit so that the dual-wield pistol upgrade is not achieved until a little later. At the same time, I want the player to be able to earn upgrades very early in the level.
-More upgrades may be on the way.
-The weapon select system is awkward and inefficient when dealing with hordes of zombies. (This system was initially put into place for the sake of simplicity of wiring and optimizing game performance.)
-Zombies very rarely spawn outside of the arena. (The most recent update significantly reduces the likelihood of this occurring, but it may still happen.)
-Zombies do not behave as intended around barrels. (They run straight into them and do not back-up if they collide with them.)
-The UI is not very informative. (It is currently impossible to know in-game when a certain upgrade will be unlocked, or review what upgrades have already been unlocked. It is not possible to view the characteristics of zombies.
2014-06-20 04:15:00

Author:
BIGGamerer
Posts: 182


I remember seeing this thread a long time ago, but I can't remember if I ever played it. Well, it's queued now and I can't wait to see how it is at the moment. Also, do you plan to transition this to LBP3? With a large amount of work already complete, it would seem like a great way to expand the game.

On a side note, if you're looking to recruit another person to speed up development, I could probably work on some logic on the side. I'm experienced with utilizing analog values for advanced logic like currency systems, intricate health systems, and math. Just let me know.
2014-06-20 06:23:00

Author:
Croned
Posts: 24


I'll keep you posted should I need assistance. Most of the advanced logic stuff has already been constructed, though. At this point, further work on logic will involve optimization of already established logic (Everything takes up a bit more thermo than I'd like it to.) and bug fixes. Good to see another logic guru on the forums, though. The only way someone could actually help me with this logic stuff is if they knew a ton about the intricacies of LBP2 logic.

Currently, I do not plan to immediately transition this to LBP3. I'm pushing to get this level out there and done before LBP3 comes out mainly because I may not have the time to create stuff in LBP once school starts up again.
2014-06-20 15:32:00

Author:
BIGGamerer
Posts: 182


Although I initially thought the fixes to the spawn system I applied in previous versions of the level were sufficient, it turns out that I will need to redesign it again from the ground up. The next update will fix this and comprise v0.55.2014-07-07 03:11:00

Author:
BIGGamerer
Posts: 182


This project is still alive folks! At the moment I have no intent to switch over to LBP3 or make the switch to next gen, but I want to get this level finished up while it still can feel somewhat fresh. I have recently updated the level with v0.58 which makes the map bigger and modifies the spawn system a little. Here's a video of it in action. Hope you enjoy the level!


https://www.youtube.com/watch?v=PHXftN5YgYY
2015-02-28 03:38:00

Author:
BIGGamerer
Posts: 182


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