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Author Topic: Paradox - Zombie TDS RPG Simulator! Updated Again! July 18  (Read 34505 times)

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Grimshaw

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #15 on: April 22, 2011, 11:07:10 pm »
Why not speed things up a little? more resources, more movement speed a little, for both player and zombies, to make it more of a fast-paced action game!

Days seem long, a way to check what time it is could help! As well as a couple of hours zombie-free, to invest in RPG aspects, while the rest of the time, fight like crazy!

Also, please insert a feature to inform the player of whats happening, like a log message that stays some seconds, such as "You have obtained scrap metal x1".

If the resource thingies could throw up recipes with a low chance, could help guessing the combinations, i guess :D

and cmon, let us see the pistol working :D

Good job man, the game was not perfect yet, not 100% playable yet, but i simply loved the way you finish well the features that are already there!
Everything that was there, seemed to work nice, which really made it taste better :D

I will have the pleasure to play your game through when there are more things, for now i will just experiment here and there because it gets boring without the action :D

cooldog99

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #16 on: April 22, 2011, 11:46:57 pm »
Quote from: "DevilWithin"
Why not speed things up a little? more resources, more movement speed a little, for both player and zombies, to make it more of a fast-paced action game!

Days seem long, a way to check what time it is could help! As well as a couple of hours zombie-free, to invest in RPG aspects, while the rest of the time, fight like crazy!

Also, please insert a feature to inform the player of whats happening, like a log message that stays some seconds, such as "You have obtained scrap metal x1".

If the resource thingies could throw up recipes with a low chance, could help guessing the combinations, i guess :D

and cmon, let us see the pistol working :D

Good job man, the game was not perfect yet, not 100% playable yet, but i simply loved the way you finish well the features that are already there!
Everything that was there, seemed to work nice, which really made it taste better :D

I will have the pleasure to play your game through when there are more things, for now i will just experiment here and there because it gets boring without the action :D


Oh man, you guys are awesome :)
Thanks for the suggestions.

Also I forgot to put up

hold Left Shift to sprint ^_^.
if you press "O" you can see debug text, and see GlobalTime(Time of day)
starts at 0 and complete darkness at 230.
and noted on fast pace.

Again, thanks guys, so glad people like our game and it's only Pre-alpha!

Grimshaw

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #17 on: April 23, 2011, 12:11:29 am »
I wonder, since i had to create an account and stuff, will it be multiplayer or something?

Should be fun to have company in that lonely world ;D

cooldog99

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #18 on: April 23, 2011, 12:13:58 am »
Quote from: "DevilWithin"
I wonder, since i had to create an account and stuff, will it be multiplayer or something?

Should be fun to have company in that lonely world ;D


Correct guess!
Multiplayer is planned VERY soon ;)

I'm currently undergoing the "planning" stage of it.

Say, would you know how to transfer a dynamic std::vector and std::list through packets in sfml? xD

Grimshaw

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #19 on: April 23, 2011, 01:18:13 am »
Im not used with sfml networking at all brother!

But you probably need to write a function to send the items individualy! I don't think a vector or a list can go binary and back without harm :D

cooldog99

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #20 on: April 23, 2011, 01:21:51 am »
Quote from: "DevilWithin"
Im not used with sfml networking at all brother!

But you probably need to write a function to send the items individualy! I don't think a vector or a list can go binary and back without harm :D

you may be right on that one..
I'm experimenting with the >> << operator settings and seeing what I can come up with.

Grimshaw

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #21 on: April 23, 2011, 01:24:38 am »
Still, fantastic work! Good to see the good ones emerge :D

cooldog99

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #22 on: April 23, 2011, 01:27:06 am »
Quote from: "DevilWithin"
Still, fantastic work! Good to see the good ones emerge :D


:D Thanks!

Be sure to check back in a month, we work on this everyday (5+ hours a day)

We actually are planning something HUGE for it. "Adventure" mode for it.
basically instead of now "Survive" you get to play with the RPG concept of it and BUILD a paradise in an zombie apocalypse.

This really is just a demo of our engine :)

Groogy

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #23 on: April 23, 2011, 02:06:06 am »
Looks to me that it's a Zombie version of Minecraft. So far you can only craft weapons right? Do you intend to let the user craft anything else for like fortifications or maybe upgrade his house or something like that?

Also after making my first Ammo, I can't make ammo again?
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cooldog99

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #24 on: April 23, 2011, 02:11:14 am »
Quote from: "Groogy"
Looks to me that it's a Zombie version of Minecraft. So far you can only craft weapons right? Do you intend to let the user craft anything else for like fortifications or maybe upgrade his house or something like that?

Also after making my first Ammo, I can't make ammo again?

Walls, Food, Armor, and MANY more items are planned.

Currently there is:
1 secret item
6 guns
1 shirt(lol)
1 ammo

It kinda has the feel of minecraft, but it wont be nearly the same ;)

Be sure to read up on our adventure mode plan (above posts).

Ammo should work fine.
There is a crafting bug I am fixing right now as a matter of fact. so that may be it.

Groogy

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #25 on: April 23, 2011, 02:14:21 am »
Ah okay, got it to work again after juggling around with wood and metal in the workbench.
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cooldog99

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #26 on: April 23, 2011, 02:16:16 am »
Quote from: "Groogy"
Ah okay, got it to work again after juggling around with wood and metal in the workbench.


Ahh that's good!

May I ask what's your general FPS?
I wanna do a survey of average speeds to make sure the game isn't too laggy.

Groogy

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #27 on: April 23, 2011, 02:25:29 am »
The game is running well on 60-65 FPS on my laptop. If you add more things to craft I definitely think that the game got potential, if you add some kind of base-building to the whole thing.
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cooldog99

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #28 on: April 23, 2011, 02:27:46 am »
Quote from: "Groogy"
The game is running well on 60-65 FPS on my laptop. If you add more things to craft I definitely think that the game got potential, if you add some kind of base-building to the whole thing.


Excellent, it's capped at 60.

We'll be adding ALOT now that the engine is almost done.
Now we just need mass suggestions ^_^

Thanks for trying it out and giving input, much appreciated :D

Groogy

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Paradox - Zombie TDS RPG Simulator! Updated Again! July 18
« Reply #29 on: April 23, 2011, 02:31:53 am »
GAH HOW DO I BUILD THIS DAMN AK47, feels like I've tried every possibility... The idea with having resources drop recipes would be nice. Or any other way to get a hold of them or something that hints on how they are built.

Also in the workbench, don't cap to nine slots, it's too minecrafty, if you need more space for it then don't hesitate to expand it for a recipe.
Developer and Maker of rbSFML and Programmer at Paradox Development Studio