- Joined
- Jan 1, 2011
- Messages
- 1,534
Setting
Recruitment
-
Post apocalyptic world irradiated by nuclear fallout in combination with a mutagenic virus that has created zombies. You and many other survivors have fled to a city that is mostly untouched by the radiation - but plenty of zombies.
- Codeless automatic save and load of character progression, inventory, UI toggles, and other game state data.
- Custom UI
- Inventory system
- Stat system - (Strength, Agility, Dexterity, Endurance, Perception)
- Lootable world objects, such as unit corpses and environment objects like cars
- Sound system - noise matters! Making too much noise will attract unwanted attention
- Aggression system- piss off enough zombies and trigger a HORDE
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- WASD Movement + Mouse System
- Getting stuck in a zombie horde slows you down
- Inventory System
- Custom Item System
- Item deletion / cleanup after 10 minutes
- Item Stacking
- Item Using
- Effect Status
- Ammo Management
- Implement Armor
- Item Drop & Drag
- Character System
- Item Equiping
- Player Perma Death
- Attrition System
- Damage Effects
- Class System
- Needs more classes / effect on gameplay
- Attribute System
- Strength
- Affects carry capacity and melee damage
- Agility
- Increases movement speed and loot speed
- Dexterity
- Improves reload time and accuracy
- Endurance
- Increases health and energy
- Perception
- Increases lootable objects and loot chances
- Weapon System
- Weapon Shooting / Reloading / Missile System
- Shoot through fences
- Save / Load Encoding
- Stored Locally for codeless loading
- Sound System
- Integrated into Weapon System
- Loot System
- Loot table
- Lootable objects in the world
- Loot objects only drop certain item types (Ex: vending machines will never drop a gun)
- Zombie Class / Spawn System
- Aggro System
- Music amps up based on aggro
- Vision based acquisition while low aggro
- Zombie hordes at peak aggro
- Zombie curious about sounds at low aggro
- Finish terrain for start zone
- Controls Display and Discord menu buttons implemented
- Anti-cheat (against the only one that matters: "whosyourdaddy")
- Disabled default pausing mechanic
- Disabled default saving mechanic
- New rain texture
- Leaper zombie + Rebar Zombie + Arm Zombie implemented
- Cremated Boss implemented
- Aggro spikes to max while a boss is alive and goes away shortly after
- WASD almost never stick anymore (still working on a full fledge fix)
- Exhaustion and health sounds added
- Auto-walk thru the use of toggling num-lock implemented
- Saving no longer causes the fps to drop
- Objects now have a culling distance built in
- Objects that block vision now have oppacity fading built in
- Burglar class added
- Doctor class added
- Screaming zombie added that aggros nearby zombies
- Dog zombie added
- Using firearms and other loud weapons tends to attract a lot of zombie attention now
- The controls are automatically displayed to new players
- Zombie attack mechanics significantly improved. It no longer uses any of the default warcraft logic.
- Starting cinematic added for new players
- Fixed zombie attack animations
- HUD can now be toggled by pressing F3
- The game saves veterancy even if your character save is deleted. Other things like UI configuration are also saved. The starting cinematic will only play for actual new players
- Item randomization optimized so that it doesn't create a weighted list every time a random item is requested. Zombie spawning is similiar as well now.
- UI can now use centered text (and does in some cases)
- Lootable objects (besides zombie corpses) are only visible to the local player
- When a new player enters the game, the outpost now has some objects they can loot
- Long arm zombie added
- Stackable items other than ammo no longer can be found with more than 1 stack
- Zombie healthbars implemented
- Trash spawning (seed based) implemented
- Added Boss health bars
- Added boomer zombie
- Outpost guards can be attacked and will attack back. If critically hurt, they will revive after 30 seconds
- Outposts can now be attacked by zombie hordes, triggering their alarm
- Saving is now handled on a per client basis and uses smart logic to save at stratigic times
- Left click while in the main menu no longer causes you to attack
- Bosses no longer cause 100% aggro on spawn. They will only aggrivate nearby zombies when in an enraged state. When enraged, bosses will increase aggro by +0.5% per second to nearby players
- Outpost guards will not be attacked by zombies, but can still take damage from zombies.
- Zombie players no longer use computer ai scripts, hopefully increasing performance with large hordes
- The environment textures now fit a dead/dying world
- Trash effects expanding to "terrain" effects where grass and shrubs can also spawn
- Expanded the looting system to allow for dynamic events
- Added air drops of loot crates that occur randomly
- Added dynamic materials to every zombie
- Special zombie type modifiers added
- Zombie Mod Added: Irradiated x3 hp x2 damage, aura of 5% healing per second to nearby zombies
- Zombie Mod Added: Crimson x3 hp x2 damage, deals 1 dps to nearby survivors
- Bosses can now become modified
- Zombie Mods add bonus xp multiplier
- Zombie Mod Added: Chilled x3 hp x2 damage, is 50% slower and slowls nearby survivors by 50%
- Zombie Bosses now have a boss highlight circle
- Zombie Mod Added: Electrified 3x hp x2 damage, every 10 seconds the zombie will shoot out a beam of electricity the direction it is facing for 50% of it's auto attack damage
- Added a hit indicator to the cursor
- Softcore and hardcore options now available when creating a new character. Softcore players have level experience set to 0, and respawn in the last outpost they visited with 50% health, hunger and thirst. Softcore players drop only items in their inventory versus hardcore who drop everything
- Added night vision goggles
- Added rain drop splash effects
- Sprint drain now reduced by 50%
- Added bolt action rifle and .223 ammo item class
- Added Antique Bow and arrow item class
- When you die in softcore, you can choose to delete your character and start fresh or continue with your current character
- New Loading screen
- Stackable weapons (like grenades) can now be found in greater quantities than 1
- You are more likely to find ammo for the weapon you are wearing
- Item and healthbars no longer get hidden when in top-down view
- Fixed a ton of bugs related to UI
- Bow now scales with strength like melee weapons
- You can now over-hydrate and over-eat for a temporary healing boost
- Added alcohol effect. When consumed, an alcoholic item inebreiates the player, effecting their movement and aim depending on how drunk they become.
- Added item beer: +1 strength for 60 seconds/50 seconds of inebriation
- Refactored item stacking
- Equipment slots will now be considered when picking up items with a full inventory
- Item values are now display on items via tooltip
- Bullet casings (currency) will automatically be deposited in a player's inventory when the fire a weapon that uses casings
- Weapons will now fire immediately after reloading
- Added NPC line system
- Added NPC trading system
- Added NPC Miles the Trade to Farwall Outpost
- Healthbars fade out without clipping issues
- Traders now reset their wares everyday
- Traders now sell specific wares (for now there are two trader types, gear traders and consumable traders)
- Added Utility Belt, Sports Drink, Canned Soup, Spiked Baseball Bat
- Added Scrap armor
- Vendors now sell items with varying durability
- Durability effects the retail price of an item by 50%
- Fixed many item related bugs
- Loading can no longer "get stuck"
- Loading is now ordered from Data to Character
- Give players some currency + xp when helping during an outpost attack
- Added levelup effects / flavor text
- Loot chances have been doubled
- Spawning/Looting rects are now bounded (good thing)
- Added SmartPathing™ spawning to air drops - which now can block pathing
- Ammo now spawns in ranges of 15% - 60% of the max stacks
- Loot chances reduced slightly, but now players have increased loot chances every time the fail to find anything. Increased chances scale asymptotically by x / ( x + 2)
* Failed x2: 50% Bonus
* Failed x3: 60% Bonus
* Failed x4: 66% Bonus
* Failed x5: 71% Bonus
. . .
* Failed x10: 83% Bonus
- Zombies can now see through fences and other small objects
- You can now use medical items to heal other players
- Added the Titan Boss
- Added the Glowing Monstrosity Boss
- Boomers now create 2-5 maggots when they die
- Added admin roles
sure banned players stay banned.
- Zombies units are now recycled, making very, very long game sessions possible
- Bosses now move through other units, preventing pathing abuse
- Added two new health bars one for the survivors and one for the boss
- Added new item class - buildable
- Added item Barricades - a placeable obstacle for zombies
- Shops can now have 200 items at once and can be scrolled through via a vertical slider



















Recruitment
- Now that I have your attention - I am looking for a terrainer to help me finish the map. I have sourced and modified the terrain models myself, I just need someone to help me cover this gargantuan map. I am not opposed to taking on a full co-developer but I think your primary interest should be terrain or we won't get anything done
- Message me on discord maddeem#4407 if interested