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Thread: Pre-Alpha release of Shh,Zombies [Now inc full release version]

  1. #1

    Default Pre-Alpha release of Shh,Zombies [Now inc full release version]

    Update 28/10/14:

    Release day!

    Shh, Zombies is a challenging puzzle game, with stunning voxel graphics and like zombies and stuff. Really fun, trust us, or something.

    Shh,Zombies is now out on iOS, Android and Windows Store (desktop).
    iOS: https://itunes.apple.com/app/shhzombies/id926020991
    Android: https://play.google.com/store/apps/d...a23.shhzombies
    Windows: http://apps.microsoft.com/windows/en...9-1c9b1f4092d2

    And here's the website: http://shhzombies.com/

    Please download it and check it out, also feel free to share with your friends and leave a review.

    ----

    Windows Store Link (desktop): http://apps.microsoft.com/windows/en...9-1c9b1f4092d2


    -----
    So, for the past ~5 months I've been learning Unity, and for the past ~2 months I've been making a game: Shh,Zombies.

    Shh,Zombies is a puzzle game where players must get their character to the safe house, by setting out a safe path through the level. Avoid zombies, overcoming obstacles and using the environment to their own ends. Players must be wary, as zombies are attracted to loud noises, making it possible for sound to be both an ally and a danger.

    I've prepared a pre-alpha to gather some player feedback, if you fancy giving it ago, take a read here and then have a play!
    Old Link:http://enigma23.co.uk/uncategorized/...ototype-launch
    New Link: http://enigma23.co.uk/shhzombies-prototype/

    Also, a special thanks goes out to John for helping me with the zombies sound detection script.

    ----
    Build notes from 13/01/2014:
    Update: http://enigma23.co.uk/blog/shhzombie...ilding-levels/
    – Levels have all been remade (everything fits in the grid now)
    – UI has been moved around a bit
    – Night levels added (although they look poor in the webplayer)
    – GameAnalytics added (tracking very basic things)

    ----
    Build notes from 28/08/2013:
    - Added highlight between waypoints (been in since Monday, but now fully functioning (can add/ remove) and are coloured depending on movement speed).
    - Added movement speed options (Walk == green, Run == black, Slow Walk == blue).
    - Made it possible so waypoints can't be placed everywhere works (but not implemented it everywhere as atm it's a waste of time).
    - Tweaked explosion a bit.
    - Updated collision, so the player shouldn't be able to go through buildings etc.


    After a quick test of the current 5 levels with movement speed, Run breaks them, it's pretty much just use run and go straight to the exit with no danger. So enjoy it while it lasts, will be tweaking speeds, puzzles and/ or disabling different movement speeds for each level (once I've worked out/ decided how to code that).

    ----
    Build notes from 25/08/2013:
    - Tweaked player movement, so now the player will look at the next waypoint without pointing to 0 on the Z axis first.
    - Added the ability to remove the last placed waypoint, using the middle mouse button.
    -- Will be right mouse button in final, but the webplayer already has a function for RMB.
    -- There's an issue if you put two waypoints at the same location, it can't remove either of them - not sure how to fix this.
    Last edited by Carwash; 10-28-2014 at 04:02 PM.
    Enigma 23 Games
    <a href="http://www.indiedb.com/games/shhzombies" title="View Shh,Zombies on Indie DB" target="_blank"><img src="http://media.indiedb.com/images/global/indiedb.png" alt="Shh,Zombies" /></a>
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  2. Default

    Not bad Carwash!

    Just played through the levels, the last one, not sure the Zombies are acting how they should. managed it in the par for the course, but just seems a little off with one zombie staying there after the explosion. Then i can get extremely close without alerting it.

    Also noticed that, if you get a waypoint warning, by placing waypoints out of line from one another, it bugs out a little. Message pops on and off screen randomly it seems.

    Few suggestions if i may?

    - Fluff the instructions a little more, initially i thought i had to lay a solid path for the player to take, and i didn't immediately see the exit marker. I blame the sun glare on my screen guv! (Make instruction McReaps proof )
    - Add a way to remove the waypoint (right click perhaps)
    - Grey out the "go" button, until a valid path has been made by the player.

    Looks promising though - will watch this one closely. Good luck!

    Edit: just wanted to add, i understand this is very early in the process, so do
    Last edited by McReaps; 08-23-2013 at 12:58 PM.

  3. #3

    Default

    Thanks for the feedback, McReaps. Some useful stuff for me there.

    Quote Originally Posted by McReaps View Post
    Just played through the levels, the last one, not sure the Zombies are acting how they should. managed it in the par for the course, but just seems a little off with one zombie staying there after the explosion. Then i can get extremely close without alerting it.
    They were supposed to, but they didn't when I did the sound attraction ... and I never bothered to fix it, for this release.

    Also noticed that, if you get a waypoint warning, by placing waypoints out of line from one another, it bugs out a little. Message pops on and off screen randomly it seems.
    Yeah, you can ignore that, I know about it. Coded it quickly last night and it's placeholder anyway.

    - Fluff the instructions a little more, initially i thought i had to lay a solid path for the player to take, and i didn't immediately see the exit marker. I blame the sun glare on my screen guv! (Make instruction McReaps proof )
    Instructions, again, are place holder. They won't be there later, the levels will teach people how to play. It's interesting though, 3 different people have put a waypoint down on every square, to lay out the path, rather than place them as intended - I thought it was obvious, but clearly not. Thanks to early feedback I can sort that out!

    I do want to highlight the path between waypoints, just haven't figured out how to get that working yet.

    - Add a way to remove the waypoint (right click perhaps)
    Yep, want to do that. But haven't decided how to implement it yet. Atm, the easiest way is probably going to be only allow the player to remove the last placed waypoint.

    - Grey out the "go" button, until a valid path has been made by the player.
    UI is all placeholder, will be changed completely. This is a feature that would be wasting time at this stage.

    Looks promising though - will watch this one closely. Good luck!
    Thanks! Glad you liked it
    Last edited by Carwash; 08-23-2013 at 01:20 PM.
    Enigma 23 Games
    <a href="http://www.indiedb.com/games/shhzombies" title="View Shh,Zombies on Indie DB" target="_blank"><img src="http://media.indiedb.com/images/global/indiedb.png" alt="Shh,Zombies" /></a>
    ( V )( ;,,; )( V ) || Speak/ Type English ! || T2G Customer Services: 0845 272 8796

  4. Default

    D'oh!

    my edit didnt take my changes properly. Or, i typed in a different window That's more likely the case.

    But i meant to add, i understand fully the place holders you have etc. For 2 months, to have what you do, is very nicely done, have you done anything on this scale before? or this your first attempt? This completely done in C++ scripts or is there a lot of unity magic going on?
    I think the main reason for placing multiple markers, for me at least was the instructions. Says to 1. click to place markers, 2. place multiple markers to lay out a path and 3. place the final marker on the exit. Just instinctively i laid out a complete path.
    So i wouldn't worry too much about this, when you update your GUI, Instructions all will become clear, and less derps will be had by me

    As far as the removal of the marker. I'm not sure how your left click code is, but can't you add an if/else if type of deal?
    If the tile is blank, place marker.
    else if the tile is full (has a marker in) then remove that marker?

    I'm still very new to the coding world so not sure how practical that is. Could completely break things, but just spitting out ideas

  5. #5

    Default

    Quote Originally Posted by McReaps View Post
    For 2 months, to have what you do, is very nicely done, have you done anything on this scale before? or this your first attempt? This completely done in C++ scripts or is there a lot of unity magic going on?
    Nope, first time. It's all done in C# (Unity doesn't support C++).

    As far as the removal of the marker. I'm not sure how your left click code is, but can't you add an if/else if type of deal?
    If the tile is blank, place marker.
    else if the tile is full (has a marker in) then remove that marker?
    It's the adding/ removing from a list. And there's no pathfinding, so if the waypoints aren't in line with each other, the player doesn't move along the grid.
    Enigma 23 Games
    <a href="http://www.indiedb.com/games/shhzombies" title="View Shh,Zombies on Indie DB" target="_blank"><img src="http://media.indiedb.com/images/global/indiedb.png" alt="Shh,Zombies" /></a>
    ( V )( ;,,; )( V ) || Speak/ Type English ! || T2G Customer Services: 0845 272 8796

  6. #6
    Join Date
    Nov 2012
    Location
    Bear Cross, Bournemouth
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    Hello Carwash,

    I've played through the levels a couple of times, even beat par on level 4

    Noticed this for you.

    The detonator square, currently on levels 4 and 5, on the 1st LMB click, it doesn't highlight as a way point, doing another LMB click and it only partly highlights.

    I'll look forward to seeing future releases.


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  7. #7

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    Although I appreciate it, I'm not looking for bugs, there are bugs in it, it's pre-alpha. The crosses won't be there in later versions. The reason the waypoint can't be seen is because the cross is at a slightly higher Y position (or they're both the same, can't remember exactly).

    I'm looking for gameplay feedback, I haven't said exactly what I was after because I didn't want to influence peoples thoughts as they were playing.

    But stuff like:
    - Waypoint placement not being clear (as 3 people have already put a waypoint on every square they wanted to run along, instead of just the few locations they needed to go to).
    - Is the camera angle ok?
    - Although early and with easy levels, is it enjoyable - does it leave you wanting more?
    Last edited by Carwash; 08-23-2013 at 05:08 PM.
    Enigma 23 Games
    <a href="http://www.indiedb.com/games/shhzombies" title="View Shh,Zombies on Indie DB" target="_blank"><img src="http://media.indiedb.com/images/global/indiedb.png" alt="Shh,Zombies" /></a>
    ( V )( ;,,; )( V ) || Speak/ Type English ! || T2G Customer Services: 0845 272 8796

  8. #8
    Join Date
    Aug 2009
    Location
    Northumberland
    Posts
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    Honestly i want more levels, Going to talk with you on Skype i think i have some stuff that might help you.

    As for the angle i do like it, although it does need more explanation as i put a path down on every square lol, also for the triggers and climables.

    This really is a cool concept. Keep at it man.

    Cheers

    John
    Some one said "So you want to be a game developer?" My Response was "No i am going to be the best game developer!"



    http://www.iceymonty.com | http://www.facebook.com/iceymonty | @iceymonty | My Portfolio
    http://www.shooter3dgames.com

  9. #9
    Join Date
    Sep 2011
    Location
    Newmarket, Suffolk, England
    Posts
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    I'm loving the concept. It reminds me a little of Frozen Synapse hostage mode, where you have to path where you think you can escape and watch it play out. The pathing is the only thing that I have an issue with at this stage, as the game does not let you know if the stopping / turning around is intentional or not, but either way, I like it. As Johns says, definitely up for a chat if you want a hand with anything. Keep us updated, regardless!
    Games Programmer @ Future Games of London

  10. #10
    Join Date
    May 2009
    Location
    Co.Armagh N.I
    Posts
    145

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    Looks very interesting,unfortunately I'm unable to go from one side to the other(I'm still using 4:3 monitors)in any screen mode

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