once you start working on the zombie AI you should add a panic meter, similar to project zomboid. The more zombies around you that are targeting you the higher your panic which decreases accuracy and makes actions take longer, but you should make the player move faster and lose stamina slower to imitate adrenaline.
@@thegooberator Down the road, you should look into the entire stress mechanism of the human body. It wouldn't be hard to simulate and would add a lot of richness to the game, as Nathaniel pointed out.
Nice! Awesome progress! I'd love to see multiplayer servers with buildable objects to make it more social eventually! I'd love to play this with friends!
Hello from France. I discovered your channel with the Devlog#2 and I have to admit that your game reminds me a lot about a game I've played in the past (I forgot the name). You've made great progress since the first devlog, keep it up king ! I'd like to see it finished and play
I really like the movement. I love the game. Good job man. I want to create myself a game, but I don't have the motivation to do it. I just start the game and them scratch it :)
I understand, I did the same thing for 4 years(I have about 20 unfinished projects), until I broke the cycle over the summer when I published my game "Tanked Out!", which you'll hear more about in the next video. Wink.
Interesting. Some thoughts: - Please, for the love of {DEITY}, add sorting with auto-rotation. If I'm playing an action game, I don't want to also have to play a mini-game of Tetris every time I have to deal with my inventory. Having a timer spin for a second or two while playing shuffling SFX would be perfectly fine and add to immersion. - I suggest adding multiple grids per object with masks--which are just permanently placed objects with holes cut in them. There should also be multiple _types_ of grids, like Factorio has. (e.g. a car would have 1 large 'inventory' grid with an overlay of the car that has cutouts for trunk, back seat, glove box, etc. It would also have an 'equipment' grid with a different version of the car's outline that has cutouts to mount weapons, equipment, extra fuel tanks, etc.) An object could also have 'stacked' grids. For example, a van might have 5 stacked inventory grids for the cargo space. (That would make dealing with inventory more challenging, but that would also be more realistic.) - I would include recursive storage, so players could fill up boxes of supplies, put them on pallets, and then place the pallets into a vehicle's storage using (the inventory grid of) a forklift. - As in Space Engineers, have /double-clicking/etc. on a slider pop up a text window where you can enter a precise amount. Not being able to do that can get *WILDLY* frustratin in some games. - Think about making buildings a subclass of vehicles with no propulsion. That should simplify a lot of coding. (...while introducing a lot of headaches. :shrug: ) - Add broadcasting of inventory within vehicles/buildings/etc. For example, if you are at a workbench, what you can craft isn't limited to what you have in your inventory but what is in all storages within range. (A timer to simulate the player getting what is needed would be fine. An ingame cutscene of the player moving to the various storages to grab the items would also be cool.) - Add broadcasting from player inventory. 7 Days to Die has inventory buttons to transfer only items that already exist in an open storage or all items, whether they already exist or not. (This is *GREAT* when you have a lot of organized storage containers and you want to be able to quickly sort them.) Pressing those buttons while only the player's inventory is open should broadcast items to all applicable storage containers. (Perfect for quickly dumping loot after a run.) - Add the ability to lock inventory slots for specific items, with profiles. For example, you might want to take a particular loadout while fighting, another while farming, and another empty one for moving bulk items. To switch roles in practice, the player might set his profile to the empty one, broadcast everything in his inventory to general storage, switch to the profile he wants, then press the 'pull items' (or w/e) button to fill the locked slots with the desired items. (Factorio has a similar feature called 'logistics requests' and there are a number of mods that allow switching sets of them.) Another way this could be handy would be to set a box's inventory slots to 9mm ammo, then click it's 'pull items' button to fll it, followed by doing the same thing with the rest of the ammo types, then putting all of the boxes on a pallet. Cheers!
@@thegooberator "I definitely want to add most of these, but I ran out of time for that video. expect ideas 1, 2, 3, 4, 6, 7, maybe 8 in a future video." Noice. Further thoughts: - 7 Days to Die/Zompiercer/etc. allow players to apply labels to storage containers, which *REALLY* helps with organizing. I would go further and use the labels as designators for other mechanisms, as below. - Empyrion, for larger workstations, allows players to designate input and output storage, which makes keeping things organized *MUCH* simpler. For your project with broadcasting, I suggest giving the player the option of leaving output in the workstation, broadcasting to storage with similar items, or to named storage--as above. - For the sake of realism, increasing crafting time if components aren't already in the workstation or the player's inventory would be reasonable. - If the player can hire minions, _they_ can craft items at workstations, so the player can queue up whatever is needed, then head out on a run, confident that the NPCs will move from station to station, making everything themselves. - If buildings are coded as a class of unmoveable vehicles that you can build in, then that opens up the option--and the *HUGE* can of worms, granted--of being able to have a mobile base in--for example--a semi trailer or even a train--a la Zompiercer. Cheers!
@KeithOlson I will put labels on the list as well, as for the car stuff I plan on having "mods" such as armor, spiked wheel hubs, mountable turrets, an extra fuel tank, and others that I will think of later. But right now the game is planed to have a static base (the player can choose from 3 at the start of the game) and its the only place where you can build, to incentivize staying together as each night the horde will know where each player is.
@@thegooberator "But right now the game is planed to have a static base (the player can choose from 3 at the start of the game) and its the only place where you can build, to incentivize staying together as each night the horde will know where each player is." Fair enough.
@@thegooberator That would be awesome, I've been excited to see where this goes! Always a fan of indie games and I'd love to add this to my collection! lol and everyone needs to start uploading their games to GOG.
when i grab an item in my backpack to put it in somewhere else (like my inventory) and while im holding it i close the backpack then the icon of the item will remain on my screen
That demo is extremely old and I have completely remade the inventory, hopefully that's not still a bug. I'm trying to find time to finish it and upload a new build.
you should start making models and not using assets so the game will look special and not like any cheap game because the systems are there . good luck
Hi there, I'm Michael. Just discovered this channel and I like the look of this game a lot. I like this grid inventory system, it seems well thought out. Liked how you developed it in a separate scene to avoid distractions, thought that was pretty clever. SELF-PROMOTION TIME: If you're looking for music for the game, I'm a video game composer. If you're interested, I'd love to chat!
At the moment I only have an unpaid internship and I’m working on this game in my sparse free time. I would love to work with you, but now isn’t the time. Maybe once my channel grows more and starts making money(I will not accept peoples work for free).
Please, for the love of all that is good, don't pull a Dani on us. This game is looking good and I would like to see it finished
Fr
You must be on some crack! your prograss in just one week is insane. Keep up the good work
I was. XD Edit: it was a joke
@@thegooberator this aint so weekly anymore T_T
once you start working on the zombie AI you should add a panic meter, similar to project zomboid. The more zombies around you that are targeting you the higher your panic which decreases accuracy and makes actions take longer, but you should make the player move faster and lose stamina slower to imitate adrenaline.
That's a sick idea. Ill put it on the list.
@@thegooberator Down the road, you should look into the entire stress mechanism of the human body. It wouldn't be hard to simulate and would add a lot of richness to the game, as Nathaniel pointed out.
Wowwww
This game is looking really good, definitely gonna subscribe. Keep up the good work!
Maybe add special perks like a skill tree, so each person can have there own unique traits. It would make for some good and interesting teamwork.
@Kale_KGA its gona be epic
Yay another update! i really want to see how this turns out!
i can't wait for next video :))
Looks pretty damn good
Nice! Awesome progress! I'd love to see multiplayer servers with buildable objects to make it more social eventually! I'd love to play this with friends!
I do plan on having multiplayer and crossplay so you can play with friends, to do this I will be using unity's relay servers.
quality content
you should also add grenades and other explosives if you havent thought about it already
Its on the list.👍
pretty cool bro, you really progress fast! loving these series
This game is gonna be sick!
Hello from France. I discovered your channel with the Devlog#2 and I have to admit that your game reminds me a lot about a game I've played in the past (I forgot the name). You've made great progress since the first devlog, keep it up king !
I'd like to see it finished and play
@EvanNemeHell I know it may not mean much but I’m French Canadian. Also thanks, I’d like to also see it finished.
There was another game called walking zombie that uses either the same assets or at least assets in the same style.
@@ninjanyan1579 That's the game i was searching for ! Thanks !
I didn't know that game existed, but it do kind of looks like pixel gun 3D's campaign, and does use synty's assets. Which is what I'm using.
I really like the movement. I love the game. Good job man. I want to create myself a game, but I don't have the motivation to do it. I just start the game and them scratch it :)
I understand, I did the same thing for 4 years(I have about 20 unfinished projects), until I broke the cycle over the summer when I published my game "Tanked Out!", which you'll hear more about in the next video. Wink.
love what your getting done :). And I've been trying to do a survival game.
Nice.
When you've added multiplayer, can you add split-screen as well?
I will see what’s possible
Hey its my bday today and wishing that this game will be better than dayz abd im positive it will
THIS GAME IS GONNA BE SICK!!!!!
The inventory system is looking good.
add a handbrake to cars so it's possible to drift over zombies lol (maybe a turbo too?)
I Goob to this Video every day.
Interesting. Some thoughts:
- Please, for the love of {DEITY}, add sorting with auto-rotation. If I'm playing an action game, I don't want to also have to play a mini-game of Tetris every time I have to deal with my inventory. Having a timer spin for a second or two while playing shuffling SFX would be perfectly fine and add to immersion.
- I suggest adding multiple grids per object with masks--which are just permanently placed objects with holes cut in them. There should also be multiple _types_ of grids, like Factorio has. (e.g. a car would have 1 large 'inventory' grid with an overlay of the car that has cutouts for trunk, back seat, glove box, etc. It would also have an 'equipment' grid with a different version of the car's outline that has cutouts to mount weapons, equipment, extra fuel tanks, etc.) An object could also have 'stacked' grids. For example, a van might have 5 stacked inventory grids for the cargo space. (That would make dealing with inventory more challenging, but that would also be more realistic.)
- I would include recursive storage, so players could fill up boxes of supplies, put them on pallets, and then place the pallets into a vehicle's storage using (the inventory grid of) a forklift.
- As in Space Engineers, have /double-clicking/etc. on a slider pop up a text window where you can enter a precise amount. Not being able to do that can get *WILDLY* frustratin in some games.
- Think about making buildings a subclass of vehicles with no propulsion. That should simplify a lot of coding. (...while introducing a lot of headaches. :shrug: )
- Add broadcasting of inventory within vehicles/buildings/etc. For example, if you are at a workbench, what you can craft isn't limited to what you have in your inventory but what is in all storages within range. (A timer to simulate the player getting what is needed would be fine. An ingame cutscene of the player moving to the various storages to grab the items would also be cool.)
- Add broadcasting from player inventory. 7 Days to Die has inventory buttons to transfer only items that already exist in an open storage or all items, whether they already exist or not. (This is *GREAT* when you have a lot of organized storage containers and you want to be able to quickly sort them.) Pressing those buttons while only the player's inventory is open should broadcast items to all applicable storage containers. (Perfect for quickly dumping loot after a run.)
- Add the ability to lock inventory slots for specific items, with profiles. For example, you might want to take a particular loadout while fighting, another while farming, and another empty one for moving bulk items. To switch roles in practice, the player might set his profile to the empty one, broadcast everything in his inventory to general storage, switch to the profile he wants, then press the 'pull items' (or w/e) button to fill the locked slots with the desired items. (Factorio has a similar feature called 'logistics requests' and there are a number of mods that allow switching sets of them.) Another way this could be handy would be to set a box's inventory slots to 9mm ammo, then click it's 'pull items' button to fll it, followed by doing the same thing with the rest of the ammo types, then putting all of the boxes on a pallet.
Cheers!
@KeithOlson I definitely want to add most of these, but I ran out of time for that video. expect ideas 1, 2, 3, 4, 6, 7, maybe 8 in a future video.
@@thegooberator "I definitely want to add most of these, but I ran out of time for that video. expect ideas 1, 2, 3, 4, 6, 7, maybe 8 in a future video."
Noice. Further thoughts:
- 7 Days to Die/Zompiercer/etc. allow players to apply labels to storage containers, which *REALLY* helps with organizing. I would go further and use the labels as designators for other mechanisms, as below.
- Empyrion, for larger workstations, allows players to designate input and output storage, which makes keeping things organized *MUCH* simpler. For your project with broadcasting, I suggest giving the player the option of leaving output in the workstation, broadcasting to storage with similar items, or to named storage--as above.
- For the sake of realism, increasing crafting time if components aren't already in the workstation or the player's inventory would be reasonable.
- If the player can hire minions, _they_ can craft items at workstations, so the player can queue up whatever is needed, then head out on a run, confident that the NPCs will move from station to station, making everything themselves.
- If buildings are coded as a class of unmoveable vehicles that you can build in, then that opens up the option--and the *HUGE* can of worms, granted--of being able to have a mobile base in--for example--a semi trailer or even a train--a la Zompiercer.
Cheers!
@KeithOlson I will put labels on the list as well, as for the car stuff I plan on having "mods" such as armor, spiked wheel hubs, mountable turrets, an extra fuel tank, and others that I will think of later. But right now the game is planed to have a static base (the player can choose from 3 at the start of the game) and its the only place where you can build, to incentivize staying together as each night the horde will know where each player is.
@@thegooberator "But right now the game is planed to have a static base (the player can choose from 3 at the start of the game) and its the only place where you can build, to incentivize staying together as each night the horde will know where each player is."
Fair enough.
Btw cant wait for ur game to be released but dont dont forget to add some anti cheat too so we can play fair gameplay in ur game:v🔥🔥🔥
At the moment I’m making it so you can only play with your friends to far simplify the programing.
Looks good when you going to add zombies
Soon.
I think we need to add a way to crank 90s
I feel the pain with making the inventory system lmao
It was rough but I'm going to make it a whole lot better
I already predicted it
Next video idea:make the map bigger
Bruh. Next video is probably going to be some basic city gen. aka making a new and BIGGER map.
@@thegooberatoranother one
Yo whens another dev vlog about this coming out???
I am trying to finish an internship. I’m hopping to get a video out before the end of the month.
@@thegooberator That would be awesome, I've been excited to see where this goes! Always a fan of indie games and I'd love to add this to my collection! lol and everyone needs to start uploading their games to GOG.
If you want a zombie roguelike, play Cataclysm: DDA
last stand: aftermath is also a good one.
game look very good
Cool
when i grab an item in my backpack to put it in somewhere else (like my inventory) and while im holding it i close the backpack then the icon of the item will remain on my screen
That demo is extremely old and I have completely remade the inventory, hopefully that's not still a bug. I'm trying to find time to finish it and upload a new build.
@thegooberator oh okay
Could you add a system were you can bleed if a zombie hits you
Also how much will the game be
I already have bleeding implemented, I believe it’s devlog 3. And I’m thinking about 15USD but I’m not sure yet.
The gkc (game kit controller) asset would have save you so much time, like 3 devlogs 😂
Idea: Weather, like cold or rain or sunny
I added weather in the 2nd video. It also integrates nicely into my foliage asset.
@@thegooberator O my bad I forgor, then another idea is fuel for the vehicles or smth idk
@cgstudiosthebaconbro funny you say that because fuel is already in the car asset I used.
@@thegooberator GODDAMNIT I KEEP FORGETTING SHI, I got no ideas then soz good luck
vroom.
i was gonna ask you to make the character do a dance
You should add single player❤❤
Gona
you should start making models and not using assets so the game will look special and not like any cheap game because the systems are there . good luck
I would but I don’t have an artist at the moment. I also don’t have the money to pay one rn.
Did someone say patreon?
Do you know much money effort and time that costs ? It’s literally multi million dollars worth of work to create all the assets from scratch 😂
@@philipp2495theres something called blender you know
@@thegooberator you can try to find people that would like to volonture for doing a model or 2 for free
YOUR DREAM MY DREAM TOO
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I think you typed your array wrong XD. But I hope I can deliver on our dream. 🔥🔥👍
Hi there, I'm Michael. Just discovered this channel and I like the look of this game a lot. I like this grid inventory system, it seems well thought out. Liked how you developed it in a separate scene to avoid distractions, thought that was pretty clever.
SELF-PROMOTION TIME:
If you're looking for music for the game, I'm a video game composer. If you're interested, I'd love to chat!
At the moment I only have an unpaid internship and I’m working on this game in my sparse free time. I would love to work with you, but now isn’t the time. Maybe once my channel grows more and starts making money(I will not accept peoples work for free).
Ok, that's alright then. Maybe in the future!@@thegooberator
You encouraged me to create a channel where I also create games || If you need help I will help :))
@noshqrffa Nah. If YOU need help I can help.🔥👍👍👍👍🔥🔥🔥 Edit: programming help that is. :))
@@thegooberator ::) thx
@@thegooberator i started programing from lua to unreal
@noshqrffa nice 👍 Edit: was it Roblox lua?
@@thegooberator yep
Has this project been abandoned?
No, I just started a job, and got a bunch of school assignments assigned this past 2 weeks
New video out hopefully within 1-3 days
@@thegooberatorright…
@mootvey job and being stuck sick more recently. It’ll all be explained in the next video.
Hello
Me here
@Thehunter_1735 I'm glad you keep coming back.🔥
@@thegooberator as William Appleton once said “ I always come back”