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Project: TAHC2
Project Started: 20th October, 2009 Last Update: 8th April, 2012
Project Owner: 3kliksphilip Project Members: Mr_Tom James Luke
Project Type: Secret Project Progress:


 

Public Forum ::. Suggestions
 

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Knudde (Shab)

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Crazy?

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  31/01/2003
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  5125

Has Donated, Thank You!Clickzine StaffKlikCast StarVIP MemberGhostbuster!Dos Rules!I donated an open source project
24th October, 2009

Loving what's there.
Some suggestions/bugs to report.

Bugs:
Mostly mapping:warping from one area to the next usually can get you past the rocks and "out of the world" (where you hit an impassable scroll)
Collision detection is wonky. I understand the point with the accuracy stat, but sometimes the zombies were getting hit above their gfx and squirting blood.

Suggestions:
Perhaps make your actual aim floaty, not the mouse cursor, but the thing you're aiming at. As you approach high level you get more bullets on target.

Unique Weapons
Finding (or killing for?) an especially powerful, modified weapon.

Civilians
Prey for the zombies. Would bring an increased risk to running rescue missions or the like. Would make the world a bit more lively as well. Would require less code than another ally, civilians just run or freeze.

Allies
Give them a variation on what they look like. Not in the coding, but randomize between 3 or 4 skins.

 
Craps, I'm an old man!

3kliksphilip

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  20/11/2007
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VIP MemberGOTM - MAY 2009 - 2ND PLACE!The SpinsterGOTM -NOVEMBER 2009 - 2nd place!2021 Time Trial by Fire competition winnerChristmas Game Creator!
24th October, 2009

You say you warped through the rocks some where, is it at one point in particular? I have only come across one area where this is possible and it's likely just the game jumping to the WRONG map area. What's your computer specs?

I don't quite understand what you mean by 'floaty aim'. Would you rather I made it lock onto enemies if you aim near to them?

There's a lot more to this game than is currently available at the moment, I had to disable various features because I ran out of time for the competition. Thanks for all of the feedback, I'll look into the issues while making a large expansion pack or two for this game

 
Don't aim for perfection- you'll miss the deadline

'~Tom~ says (16:41):
well why does the custom controls for the keyboard palyer even affect the menu controls at all whats thep oint jsutm ake it so for the keyboard palyer on the menu screens everything is always up down left right enter regardless of the controls they set'

-Mr Tom, 2010

Knudde (Shab)

Administrator
Crazy?

Registered
  31/01/2003
Points
  5125

Has Donated, Thank You!Clickzine StaffKlikCast StarVIP MemberGhostbuster!Dos Rules!I donated an open source project
25th October, 2009

I'll play again tomorrow and let you know exactly where it happened. System is a 3.0 Ghz P4 with 1G of ram. Crappy built in video.

 
Craps, I'm an old man!

Chloe Sagal

under the influence of FUN

Registered
  19/02/2009
Points
  607

Orange
25th October, 2009

I must say I really enjoy this concept. I hope to evolve OMG! Zombies! into a full fledged zombie simulator in the comming years, cept the finished concept is way more than MMF2 can handle, albiet the only part of that concept I can get into MMF2 is the survival concept. I hope to add a system that allows a set population to become infected, and focus more on that populations reaction to said infection through various phases. I'll have to see what you have planned for the comming updates, zombie survival games definatly have typecasted themselves and there is alot of open ground to cover for the genre, keep up the good work!

 
Patreon: http://www.patreon.com/chloesagal
Twitter: https://twitter.com/ChloeSagal

Knudde (Shab)

Administrator
Crazy?

Registered
  31/01/2003
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Has Donated, Thank You!Clickzine StaffKlikCast StarVIP MemberGhostbuster!Dos Rules!I donated an open source project
25th October, 2009

I'm meaning build the inaccuracy into the gun, not the formula that determines if you've hit the enemy or not. The SMG sprays in a straight line, but if you adjusted the angle of each shot based on how inaccurate the player is, you'd get a decent spread pattern out of it.

 
Craps, I'm an old man!

Chloe Sagal

under the influence of FUN

Registered
  19/02/2009
Points
  607

Orange
26th October, 2009

I had a few issues with collision detection as well. Occasionally I or the zombies would warp through walls (usually when the game started skipping for whatever reason, my comp is like 5 years old).

But of course my main issue was eventually the game would start glitching (usually when I saw a zombie) and all the objects would start disappearing and re-appearing (I think this usually happens when there are too many objects on screen?) and it was really hard trying to fight zombies when they kept "hiding" from me. Actually it kind of made the game 10x more creepy, but 10x more difficult, almost like I was fighting ghosts and not zombies.

This might be a comp specific issue, but I can overlook it.

On another note, does this game remind anyone of SkiFree?

 
Patreon: http://www.patreon.com/chloesagal
Twitter: https://twitter.com/ChloeSagal

3kliksphilip

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  20/11/2007
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VIP MemberGOTM - MAY 2009 - 2ND PLACE!The SpinsterGOTM -NOVEMBER 2009 - 2nd place!2021 Time Trial by Fire competition winnerChristmas Game Creator!
27th October, 2009

I also get the problem on my EEEPC (1.6 Ghz Atom, roughly equivilent to a 900 mhz celeron).

It doesn't happen on fast enough PCs, a core 2 duo or AMD Athlon X2 should be able to run it flawlessly. You can try disabling the shadows and detail, which should speed it up a bit. I think it's mainly due to the way I do the sight in the game, I'll try an 'fix' that as well when I have the time.

 
Don't aim for perfection- you'll miss the deadline

'~Tom~ says (16:41):
well why does the custom controls for the keyboard palyer even affect the menu controls at all whats thep oint jsutm ake it so for the keyboard palyer on the menu screens everything is always up down left right enter regardless of the controls they set'

-Mr Tom, 2010

Chloe Sagal

under the influence of FUN

Registered
  19/02/2009
Points
  607

Orange
28th October, 2009

hey don't worry about it. it's redic for a gamer like me to have such a shoddy comp. Yeah, it still does it for me, even at the lowest detail and no shadows, with a reduced population (i think my comp has 512 Mhz or 256 Mhz processor, worst)

 
Patreon: http://www.patreon.com/chloesagal
Twitter: https://twitter.com/ChloeSagal

Aden

balltofacecom

Registered
  19/06/2009
Points
  1188

SnowMan!PS3 Owner360 OwnerI am an April Fool
8th November, 2009

i think you should make snow bike things and a mini quest where you have to escort some one on a vehicle ( snow Bike )

 
www.balltoface.com

cake



Registered
  13/12/2002
Points
  1173
10th November, 2009

I really dig this concept!

I second Knudde's remarks on the aiming. Make the accuracy much more visual to the player. Also change the crosshair to an actual crosshair. Aiming at the feet doesn't feel right either, you should have to aim for the chest and head.

Cliffs could use shadows.

Rename the button from "Equip" to "Eat" when looking at food in your inventory. Also "+3 food" isn't very intuitive. Maybe use percentages like "-5% hunger". Percentages let the player clearly know what benefit they will get from using an item.

Map needs a lot more detail, even the ability to make it fullscreen.

The computer sound effects totally kill the atmosphere. Make it something more like the sounds a computer makes when you boot it up, whirring fans, grinding hard disks. Have a look at the comment I made in the Graphics post you put up. Push the tense atmosphere with gritty environment cues.

More indication of level progress. Maybe show your level number, also its too easy to level up. I maxed all my stats very quickly. The stats should have more effect on the core gameplay as well, which is shooting zombies. For instance, strength could reduce recoil effecting your rate of fire and accuracy (think of the shotgun with a low str character, every shot they take it takes them a moment to recover from the kickback). Strength could also increase the effectiveness of melee attacks. Melee attacks should also be more viable. The gameplay kind of comes apart once combat gets into melee range, which is a waste of opportunity. You could have some really cool things with agility giving you more chance to dodge. Not to mention a bunch of melee weapons you could add with slightly different ranges (shovel vs axe vs hammer).

Intelligence needs a clearer role. I say keep accuracy just for intelligence. Maybe even rename intelligence to something like "concentration". Maybe it could boost a characters time to recover from damage. Maybe if you have low concentration and you get hit, you take a moment to overcome the pain.

Could use more variation in the enemies. Have hordes of slow zombies, the wandering fast zombies that there are now, super tough mutating zombies, leaping zombies, exploding zombies, vomitting zombies, etc. Lots of possibilities, and adds much much more tactical dynamics to the combat.

Gunfire and maybe lights should attract zombies. It gives an advantage to melee combat, and you could add silent ranged weapons like crossbows.

I don't really know if the computer buying system is really the best way you could do the item system. I think having loot around the levels (towns would have more) would give more direction to the player's movements, and force the player into more combat. Suddenly players are scrounging for food, melee weapons and ammo.

Some zombies could drop ammo and even weapons (since they had guns before they were infected).

I think there should be at least one safe area in the game (like a survivor camp), that you can retreat to at night (there could be a camp fire and/or lights, as well as people keeping watch). Here you can rest for the night and trade valuables you find in your journeys for more ammo and equipment.

It's still possible for the camp to overrun, but it should require an absolutely gigantic zombie horde to do it. The camp could also be a place to talk to people and get intel on areas such as "I saw a group of zombies west of the lake" and it adds a marker to the map. Things to help give clues to the player to aid in their hunting.

The addition of tracks in the snow could be another awesome hunting dynamic. Then when theres those blizzards and/or storms it erases the footsteps.

Looking forward to updates! Keep it up.

EDIT: Wait! More stuff:

The game lacks a clear goal for the player. You just kind of wander around avoiding death. Maybe you could make the goal "lead survivors to safety, clear area of zombies". That way the survivor camp serves as your kind of hub. You go out into the game trying to find survivors, lead them back to the camp. The more people you have at camp the better chances the camp has to survive and the more viable trade and intel is. This helps you to progress in the game.

As the camp starts to get populated, your focus turns more to just hunting down zombies. You use camp intel plus your items to start tracking and eliminating zombies.

Actually! What would be great is a tally of the town population somewhere (maybe have an intel screen you can bring up). Every zombie you kill removes 1 from the population tally, even survivor you lead to the camp removes 1 as well. You finish the game when the tally reaches 0.

That way the player always knows where they are in the games progression and what they need to do next. Its gives a kind of satisfaction, as well. Show a tally of how many people theyve saved and how many kills they have.

The shotgun is insanely overpowered at the moment. Making gunfire attract zombies could help nerf it, as well as adding in kick back to weapons as I mentioned before. You should also think about adding in reloading weapons to the game as another thing you have to manage in combat.

 
n/a

3kliksphilip

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  20/11/2007
Points
  14900

VIP MemberGOTM - MAY 2009 - 2ND PLACE!The SpinsterGOTM -NOVEMBER 2009 - 2nd place!2021 Time Trial by Fire competition winnerChristmas Game Creator!
10th November, 2009

Wow, thanks for all that feedback, cake! I'll definitely be able to implement some of these elements, though for some of the others I might have to leave them for a sequel.

Adding more areas to the map is possible, but it would require so much work it's hardly worth it, since it gets more and more complex to string them all together, the more areas there are. I do have a way around it though it will have to be saved for a sequel.

 
Don't aim for perfection- you'll miss the deadline

'~Tom~ says (16:41):
well why does the custom controls for the keyboard palyer even affect the menu controls at all whats thep oint jsutm ake it so for the keyboard palyer on the menu screens everything is always up down left right enter regardless of the controls they set'

-Mr Tom, 2010

Kyle Strait



Registered
  10/01/2010
Points
  154

360 OwnerWii Owner
18th April, 2010

oooo i know I read Aden's post and thought why not make things such as 4 wheelers/ATVs and like he said "snow-bikes" not sure what that is but sounds interesting... snowmobiles and things such as that would make the game very interesting. Instead of buying food from computers why not make vending machines? and gun shops that you can break into by doing either a hacking mini-game for a quiet robbery or just smash a window/door but by doing so alert any nearby zombies to come towards you? OOOO I may have given myself an idea but I don't like making huge worlds in my games haha I get bored... Anyway can't wait for TAHC2 number 1 was really good so expecting something equally or better than it! Also the level editor sounds great!

EDIT: there were typos

 
The above post most likely bored you.

3kliksphilip

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  20/11/2007
Points
  14900

VIP MemberGOTM - MAY 2009 - 2ND PLACE!The SpinsterGOTM -NOVEMBER 2009 - 2nd place!2021 Time Trial by Fire competition winnerChristmas Game Creator!
19th April, 2010

I like the idea of alarmed buildings and vending machines. Sounds a bit like Deus Ex, which I loved for the sneaking / thieving / exploration element. Perhaps my level editor could help if you get bored easily, making games.

 
Don't aim for perfection- you'll miss the deadline

'~Tom~ says (16:41):
well why does the custom controls for the keyboard palyer even affect the menu controls at all whats thep oint jsutm ake it so for the keyboard palyer on the menu screens everything is always up down left right enter regardless of the controls they set'

-Mr Tom, 2010

Dean James Reynolds



Registered
  16/05/2010
Points
  219

VIP Member
9th August, 2010

You still doing this thing? It's so awesome, Cake's suggestions of the survivors camp and intel is so awesome!

 
n/a

Dean James Reynolds



Registered
  16/05/2010
Points
  219

VIP Member
17th September, 2010

I don't know how many ""s I could say right now.

I already played first one for 3 hours straight so this one will probably 999 hours lol

 
n/a
   


 



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