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exodus
Posts: 385
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Posted: Mon Sep 04, 2006 9:55 pm Post subject: |
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note: brandon sheffield is the best.
you should use him because even though he has no time he is awesome and likes zombies.
sincerely,
brandon sheffield |
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108
Posts: 2600
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Posted: Mon Sep 04, 2006 10:02 pm Post subject: |
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zombies in an airport
get the people onto the plane
last battle involves fighting zombies on the runway while the plane takes off; goal is to keepthe zombies back, while getting as many of your guys as possible on the plane while sacrificing the strength of your squad as little as possible
in the end, one of your people will be left on the runway after the plane takes off
the "final battle" is to kill as many zombies as possible while trying to run away, even though you're going to die anyway
et cetera |
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vision
Posts: 472
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Posted: Mon Sep 04, 2006 10:20 pm Post subject: |
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108 wrote:
zombies ... cetera
sounds too much like the plot to road warrior. |
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Mr. Business
Posts: 1530
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Posted: Tue Sep 05, 2006 12:41 am Post subject: |
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vision wrote:
108 wrote:
zombies ... cetera
sounds too much like the plot to road warrior.
You make that sound like a bad thing. It's not a bad thing. |
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GrimSweeper
Posts: 530
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Posted: Tue Sep 05, 2006 5:53 am Post subject: |
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So...no Scenario Designer position? Or was it consolidated with the writer position?
If so, then I'll accept backup writer.
I got worked up over nothing. Heh. |
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108
Posts: 2600
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Posted: Wed Sep 06, 2006 12:46 am Post subject: |
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Mr. Business wrote:
vision wrote:
108 wrote:
zombies ... cetera
sounds too much like the plot to road warrior.
You make that sound like a bad thing. It's not a bad thing.
zombies for god's sake man |
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exodus
Posts: 385
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Posted: Wed Sep 06, 2006 5:19 pm Post subject: |
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| one more suggestion - I just cleared the 'chess' stage with all area human-occupied (blue, I mean). Might be fun to have an 'all clear' stat in the endgame screen. |
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Mr. Business
Posts: 1530
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Posted: Wed Sep 06, 2006 5:51 pm Post subject: |
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exodus wrote:
one more suggestion - I just cleared the 'chess' stage with all area human-occupied
Jeez, I really did make that level too easy :/ |
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professor_scissors
Posts: 1033
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Posted: Wed Sep 06, 2006 11:27 pm Post subject: |
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exodus wrote:
one more suggestion - I just cleared the 'chess' stage with all area human-occupied (blue, I mean). Might be fun to have an 'all clear' stat in the endgame screen.
The problem is that all this would do would be to encourage the player to almost defeat the enemy, then poke around endlessly scouring territory before finishing the map. EW.
Also someone from the internets might be making a homebrew Zombie City Tactics Advance. Neat! |
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Mr. Business
Posts: 1530
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Posted: Thu Sep 07, 2006 12:17 am Post subject: |
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professor_scissors wrote:
Also someone from the internets might be making a homebrew Zombie City Tactics Advance. Neat!
Good lord, you mean OpenGL can port to GBA? Mind blown. |
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professor_scissors
Posts: 1033
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Posted: Thu Sep 07, 2006 12:53 am Post subject: |
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Mr. Business wrote:
professor_scissors wrote:
Also someone from the internets might be making a homebrew Zombie City Tactics Advance. Neat!
Good lord, you mean OpenGL can port to GBA? Mind blown.
The graphics will be toned down and 2D-ified. Chill. |
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luvcraft
Posts: 693
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Posted: Sun Sep 10, 2006 12:17 pm Post subject: |
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just found this, thought you might be interested:
http://www.foobarsoft.com/programming/cpp/zombiecity/
update: finally played it. Pretty neat. I keep being impressed at SDL's 3D capabilities. Does it use OpenGL, or does it have its own 3D stuffs? |
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Sawtooth
Posts: 2350
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Posted: Sun Sep 10, 2006 12:27 pm Post subject: |
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This doesn't seem to come as a binary that you can just double click and start. Hopefully this DarwinPorts thing I'm installing right now can solve this and turn this frown upside down. |
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professor_scissors
Posts: 1033
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Posted: Mon Sep 11, 2006 1:04 am Post subject: |
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Sawtooth wrote:
This doesn't seem to come as a binary that you can just double click and start. Hopefully this DarwinPorts thing I'm installing right now can solve this and turn this frown upside down.
I've seen this before, but there does not seem to be any contact info anywhere on his site.
And yes, I use OpenGL for my 3D. |
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Hot Stott Bot
Posts: 2097
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Posted: Mon Sep 11, 2006 3:35 am Post subject: |
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SDL's primary role (as far as the graphics go) is as a window manager. It creates the window, just a frame, as a context within which you can use whatever API you want. It's primarily designed for OpenGL, but you could use Direct3D just fine with SDL if you so desired.
It's other role is various... minor things... like threading, timers, handling input, etc. etc. |
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luvcraft
Posts: 693
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Posted: Mon Sep 11, 2006 7:55 am Post subject: |
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Hot Stott Bot wrote:
SDL's primary role (as far as the graphics go) is as a window manager. It creates the window, just a frame, as a context within which you can use whatever API you want. It's primarily designed for OpenGL, but you could use Direct3D just fine with SDL if you so desired.
So, it's sort of like a cross-platform DirectX? |
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oligophagy
Posts: 110
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Posted: Mon Sep 11, 2006 1:31 pm Post subject: |
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luvcraft wrote:
So, it's sort of like a cross-platform DirectX?
in the sense that a field hospital is like an institutional facility. SDL handles only what's really ass paining about cross platform work, not anything just merely inconvenient. |
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luvcraft
Posts: 693
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Posted: Mon Sep 11, 2006 1:48 pm Post subject: |
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oligophagy wrote:
in the sense that a field hospital is like an institutional facility. SDL handles only what's really ass paining about cross platform work, not anything just merely inconvenient.
I dig it. |
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professor_scissors
Posts: 1033
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Posted: Wed Sep 20, 2006 9:32 am Post subject: |
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So!
I am currently planning on submitting Zombie City Tactics to the International Games Festival 2007 Student Showcase Competition. I have until Nov. 10 to touch it up and submit it.
Is there anything in particular that you guys would like to see in the final version? (New unit types or fundamental gameplay changes are out - many of the maps are very carefully balanced.) |
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Mr. Business
Posts: 1530
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Posted: Wed Sep 20, 2006 10:14 am Post subject: |
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Bloom lighting, and lots of it!
Barring that, maybe some sort of shadows? |
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GrimSweeper
Posts: 530
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Posted: Wed Sep 20, 2006 3:18 pm Post subject: |
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Mr. Business sparked an idea. How about a couple maps that have limited vision ala ZC 3? Your units all have a flashlight pointed in the same direction as they are.
I bet some of the old maps could shift that in without any problems. |
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Monthenor
Posts: 455
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Posted: Wed Oct 04, 2006 5:02 pm Post subject: |
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| On larger maps, I kept wanting to zoom in/out with my mouse wheel. |
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professor_scissors
Posts: 1033
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Posted: Sat Oct 07, 2006 1:36 pm Post subject: |
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| The new version I just put in the first post has the feature you desire, Monthenor. |
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BalbanesBeoulve
Posts: 2126
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Posted: Sat Oct 07, 2006 4:46 pm Post subject: |
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When is this game going to get cute Final Fantasy Tactics/Ogre Battle style sprites?
Or how about battle cutaways like Fire Emblem/Shining Force? |
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professor_scissors
Posts: 1033
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Posted: Sat Oct 07, 2006 4:55 pm Post subject: |
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BalbanesBeoulve wrote:
When is this game going to get cute Final Fantasy Tactics/Ogre Battle style sprites?
Shh!
BalbanesBeoulve wrote:
Or how about battle cutaways like Fire Emblem/Shining Force?
Probably never. I always just end up turning those off anyways. |
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BalbanesBeoulve
Posts: 2126
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Posted: Sat Oct 07, 2006 6:13 pm Post subject: |
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professor_scissors wrote:
BalbanesBeoulve wrote:
When is this game going to get cute Final Fantasy Tactics/Ogre Battle style sprites?
Shh!
BalbanesBeoulve wrote:
Or how about battle cutaways like Fire Emblem/Shining Force?
Probably never. I always just end up turning those off anyways.
Awesome! and yeah, I prefer FFT style better than FE style. |
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MrBlarney
Posts: 133
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Posted: Sun Oct 08, 2006 3:06 am Post subject: |
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| Uh, what Balbanes said. Already looks to be coming along nicely, sprites are bigger than I was expecting! And yeah, isometric FFT etc. style will be quite nice. Super Robot Wars battle cutaways would be quite silly, though. |
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professor_scissors
Posts: 1033
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Posted: Tue Oct 10, 2006 10:19 pm Post subject: |
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SO.
With v1.1 posted, I am pretty much done developing ZCT. If anyone really wants to see some non-game-breaking feature, now is the time to ask me about it!
Also, if someone would want to throw together some nice piece of atmospheric background music to be in the game before November, then we would be like BFF or something. |
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professor_scissors
Posts: 1033
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Posted: Wed Oct 11, 2006 10:30 am Post subject: |
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News update:
Arsecast doesn't like my game! |
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professor_scissors
Posts: 1033
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Posted: Sat Oct 14, 2006 9:45 am Post subject: |
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TRIPLEPOST ACTION EXTREME
So: I was exchanging comments with the Arsecast host over at TIGsource, and I got a couple ideas for new features to add to ZCT:
-The ability to chart longer-than-one-turn courses for individual units, causing them to automatically follow them until either something gets in their way or they reach the end. They can still be given orders when on a path, but if you just let them be then they follow the path at the end of your turn.
-Similarly, the ability to set Soldiers (or other units?) on 'guard' mode, causing them to attack the strongest adjacent zombie each turn if not given any orders.
How do these sound to you fellows? |
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somewhere_else
Posts: 26
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Posted: Sat Oct 14, 2006 1:29 pm Post subject: |
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professor_scissors wrote:
How do these sound to you fellows?
Like something that will improve playability without breaking the game balance. Go for it! |
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another god
Posts: 1629
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Posted: Sat Oct 14, 2006 2:42 pm Post subject: |
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| How about special stages where you can't build new units and each one of your turns has a time limit. |
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