Bennu Game Development

English Forums => Projects => Topic started by: tmoney on April 04, 2010, 03:44:34 PM

Title: Escape From Zombie City
Post by: tmoney on April 04, 2010, 03:44:34 PM
I have submitted and it has been posted, my second WIP of Escape From Zombie City, on the Bennu Projects page (the first WIP I posted over on Boolean Soup back when I was coding it in fenix).  Please check it out, give it a whirl: http://projects.bennugd.org/?details=43 (http://projects.bennugd.org/?details=43)

let me know what you think.  all feedback is welcome, many of the improvements from first wip to this wip are because of feedback.
Title: Re: Escape From Zombie City
Post by: SplinterGU on April 04, 2010, 04:04:28 PM
cool... thanks...
Title: Re: Escape From Zombie City
Post by: TYCO on April 04, 2010, 07:30:10 PM
very good! continues.
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on May 03, 2010, 05:31:48 PM
Your game rocks man!

This is one of the best games with hand-made graphics I've found out in the Bennu cataloge. Very funny and very well done sprites. Also, the plot seems interesting! Is the game history 100% implemented on the game, or is it on working process at the moment? I was playing all the way and I couldn't find the next place to go so, I wonder if it was me, or the game :P

Where are you from by the way? How did you know about BennuGD?
Title: Re: Escape From Zombie City
Post by: FreeYourMind on May 03, 2010, 05:47:37 PM
Is the winner of the 2nd place of Bennu contest :)
Your new game is very nice too!
Title: Re: Escape From Zombie City
Post by: tmoney on May 03, 2010, 11:00:57 PM
thank you, freeyourmind, much appreciated.

Quote from: Mr Matsusaka on May 03, 2010, 05:31:48 PM
Your game rocks man!

This is one of the best games with hand-made graphics I've found out in the Bennu cataloge. Very funny and very well done sprites. Also, the plot seems interesting! Is the game history 100% implemented on the game, or is it on working process at the moment? I was playing all the way and I couldn't find the next place to go so, I wonder if it was me, or the game :P

Where are you from by the way? How did you know about BennuGD?

thanks!  it's a work in progress, only four levels are available in this version.  i have a lot done (been working on this since late 2006), but am still quite a ways away from completion.  i am from the US, specifically Milwaukee WI.  i started coding with the div language since just before div2 came out, and then on to fenix, and now bennu.

coincidentally, just today i put together a little teaser image for the game, which shows the 12 suspects:

(http://i430.photobucket.com/albums/qq27/turdle2080/UNUSUAL.png)
Title: Re: Escape From Zombie City
Post by: tmoney on August 22, 2010, 03:41:40 PM
some new gameplay footage:

http://www.youtube.com/watch?v=o9LB4ilqono (http://www.youtube.com/watch?v=o9LB4ilqono)
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on August 22, 2010, 04:29:33 PM
Wonderful! I liked the new playable characters and situations. I just can't wait to see the final version of this game. Do you think we will be able to try a new demo soon?
Title: Re: Escape From Zombie City
Post by: tmoney on August 22, 2010, 08:14:09 PM
yes.  i'm hoping to have a new, more involved WIP ready in a couple of weeks.
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 08, 2010, 06:33:47 PM
Is the new demo ready???????  :D
Title: Re: Escape From Zombie City
Post by: tmoney on September 08, 2010, 09:09:49 PM
no... damn caanoo is setting me back.  but i do have it running on the caanoo.  i'll have to tweak the controls a little to make use of the analog.
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 18, 2010, 03:05:50 PM
How is going that Canoo version? In case it isn't going well, won't be possible to have a PC version now?
Title: Re: Escape From Zombie City
Post by: tmoney on September 19, 2010, 03:35:31 AM
actually, i'm very close to having it ready.  i was hoping to get it done tonight (still saturday here in the US), but i've been having trouble getting the music to work with me instead of against me.  the initial caanoo set back was actually with danger quest monster night.  i was trying to find a solution as the firmware that the caanoo came with had problems with both the touch screen and ogg/mp3 files, i spent a lot of time trying to find a compromise with the music files.  and i'm finding that even the compromise that worked for DQMN, is not quite sufficient for escape from zombie city.  even with the new firmware, there is sporadic slow down in EFZC when i use ogg files (although the touch screen issue is much better).  for the moment i'm chopping up the music into pieces as wav files.  this creates slight "blips" in the middle of the songs where there is a split second of silence, but it's pretty negligible.  i just got that working before jumping on the forum here and seeing your post.

i wasn't planning on spending so much time fighting with sound files.  i was also working on a smarter system for loading sound fx today, which i planned on doing after releasing the new wip, but i had a couple of sound fx to add before posting and it just made sense to upgrade now.

i need to do a little cleaning up, and tinker with a few things and it'll be ready.
Title: Re: Escape From Zombie City
Post by: FreeYourMind on September 19, 2010, 10:09:00 AM
There is a new 'update' that fix the problem of sound and slowdown  ;)
Title: Re: Escape From Zombie City
Post by: tmoney on September 19, 2010, 02:14:04 PM
i have the update.  but there is still a very distinct difference between the speed when i use ogg files and wav files.  after seeing the difference i'm just not willing to give up the speed and consistent frame rate.
Title: Re: Escape From Zombie City
Post by: SplinterGU on September 19, 2010, 03:00:16 PM
ogg is more expensive, it's a fact.
Title: Re: Escape From Zombie City
Post by: tmoney on September 20, 2010, 04:35:25 PM
caanoo version now available:  http://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,27,512 (http://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,27,512)

PC version now available: http://www.megaupload.com/?d=IP00ZK3L (http://www.megaupload.com/?d=IP00ZK3L)
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 20, 2010, 06:02:52 PM
Yippiee!
Title: Re: Escape From Zombie City
Post by: FreeYourMind on September 20, 2010, 07:03:44 PM
Yuuuuuuhhhuuuu, let's essstreeennnnattteee myy caanooo, oleeeee  :D
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 22, 2010, 02:24:10 PM
I've played for more than one hour until I finally beated the pendant demon. As always I loved the characters. The ninja character is the shit! Very nice stuff. I think this game could make it perfectly in the genesis/supernes era.

I've found a couple of things: fisrt, using the keyboard it's hard to run. Whith the pad is ok but with the keyboard you need to push the button too fast. Second, when a zombie hits you it sounds a zombie screem, but also when the octogone hits you!

There will be more side histories? Will be all the character playable in the final version? The music is original?
Title: Re: Escape From Zombie City
Post by: tmoney on September 22, 2010, 11:52:25 PM
thanks a lot!  i appreciate the feed back.  i will make an adjustment to the running mechanic.  part of the difficulty is probably related to the fact that i sped the frame rate up for this version, therefore you have less time to "double tap" a direction to run.  the "Octolith" plays a role in the larger story that the WIP only scratches the surface of, but it is intentional that when you touch the octolith, it hurts you.

This was just part of one story, each of the 12 suspects will have a story in the final game.  the previous WIP was part of a different story.   I've always enjoyed old school beat 'em ups like the turtles and simpsons arcade games, but the "replayability" of those games is low because you always go through the same levels in the same order and fight the same henchmen and same bosses.  So this is my attempt to remedy that.  By creating a level layout that you can choose your path, as well as having different stories and bosses to fight, i'm hoping to make EFZC as "replayable" as possible.

yes, there are 20 playable characters.  in any given story, a handful of them will not be playable because they are significant to that story, for example, a culprit of his/her own story will not be playable in that story.  as in the WIP, you'll start with the 3 police officers as the characters you can choose, but you'll be able to ask others to join you.  you'll also be able to unlock the other 17 characters so that you can start a game with them.  I was thinking of making a store where you could buy characters for points earned from killing zombies and beating bosses.

and the music, yes that's original.  guitars are real guitars, everything else is programmed. 

thanks again for the feedback! :)

Title: Re: Escape From Zombie City
Post by: Noivern on September 23, 2010, 03:14:18 AM
dude, your game is really fun to play! karma!
My feedback:
Add some health pack to recover hp but few of them, so we need to be care anyway.
Sometimes is a little annoying when zombies "grabs" you. It's a little hard to be free then and normally results in a zombification. Perhaps, i'm too bad lol.
I don't remember if it's implemented, but in the sewer, it will be great if you add 2D Audio, so you could listen the zombies behind you (the ones in the darkness) accuratelly.
Title: Re: Escape From Zombie City
Post by: tmoney on September 23, 2010, 03:41:56 AM
Quote from: Noivern on September 23, 2010, 03:14:18 AM
dude, your game is really fun to play! karma!
My feedback:
Add some health pack to recover hp but few of them, so we need to be care anyway.
Sometimes is a little annoying when zombies "grabs" you. It's a little hard to be free then and normally results in a zombification. Perhaps, i'm too bad lol.
I don't remember if it's implemented, but in the sewer, it will be great if you add 2D Audio, so you could listen the zombies behind you (the ones in the darkness) accuratelly.

thank you, your feedback is welcome :D!  i do have plans to include "health packs," but i decided to post the wip before i took the time to implement them.  i actually intend to have 2 variations on the health pack idea, one will be important to one of the stories, the other will be for humors sake.  i've found it's a tricky thing to balance the zombie attacks.  my intent is that it's not too difficult to handle one or two zombies, but if you get grabbed by a horde, you are in serious trouble.  currently, your best bet is to run either up or down if you are grabbed and can't get away, the zombies range is much more limited along the y-axis.  certain characters are better at fighting off zombies at close range.  i hadn't thought about the 2d audio, that's a good idea.  i will definitely try and make that happen...  i have a lot of work still to do before i'm done :-\
Title: Re: Escape From Zombie City
Post by: Noivern on September 23, 2010, 04:26:53 AM
Just keep the good job, at your own speed, but you must finish someday.
There were lots of projects that died before they were released.
And it's funny, me talking about difficulty: all people who played my game complained about the difficulty xD
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 23, 2010, 09:37:22 AM
Me I think the difficulty it's ok. It force to the player to learn to survive by playing the game few times. Plus, the difficulty is something very personal, some people will say it is hard, other will say it's easy... The best is to set it in your way.

The problem with the Octogone it's that when it damage you can hear a zombie screem in the same waay when a zombie damages you lol I guess that's because you play the sound from the main character.

Yeah! I remember there was a different story in the previous demo, with a gigant robot or something like that. I'm happy to hear all that will be recorvered and mixed with the current stuffin the future.

The music it's really nice. One of them is really catchy and atmospherical. It makes you want to play the game again. Very good stuff as always.
Title: Re: Escape From Zombie City
Post by: FreeYourMind on September 23, 2010, 11:05:40 AM
I love the game, it remember me the simpsons arcade, the dificult is ok (a little easy, but is ok).

I have some sugestions (the game don't need them to we awesome, but don't matter :):

1 - Put Transparencies in closet objects of the scroll (windows of the veicles).

2 - Animations in the objects of the scenario, like the old computers.

3 - A Zoom effect i map.

4 - Another way to open doors, i don't understand the color swith's to open the doors)

5 - Another button to talk with zombies, L or R buttons, because A interfer with shoots when we don't want to ask them.

6 - Another's items in the scenario, like cats running and screaming, dogs, etc.

It's all for the moment  ;D


Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 23, 2010, 11:32:32 AM
Quote from: FreeYourMind on September 23, 2010, 11:05:40 AM(a little easy, but is ok).
Do you see? Some people will say it's hard and other not. ;D

Quote from: FreeYourMind on September 23, 2010, 11:05:40 AM3 - A Zoom effect i map.
I don't know if this is possible or not, but it would be nice to be able to check the map in the pause menu. Also, it would be nice to mark in the map the people we have already met. Just in case you don't remember where they are.
Title: Re: Escape From Zombie City
Post by: tmoney on September 24, 2010, 05:34:21 AM
Quote from: FreeYourMind on September 23, 2010, 11:05:40 AM
I love the game, it remember me the simpsons arcade, the dificult is ok (a little easy, but is ok).

I have some sugestions (the game don't need them to we awesome, but don't matter :):

1 - Put Transparencies in closet objects of the scroll (windows of the veicles).

2 - Animations in the objects of the scenario, like the old computers.

3 - A Zoom effect i map.

4 - Another way to open doors, i don't understand the color swith's to open the doors)

5 - Another button to talk with zombies, L or R buttons, because A interfer with shoots when we don't want to ask them.

6 - Another's items in the scenario, like cats running and screaming, dogs, etc.

It's all for the moment  ;D

i will take a look at making objects which are in front of you transparent and see how that works.  i kind of like not being able to see exactly what's behind every corner, but some objects, like the dump truck, are pretty obstructive.  i'll be honest, i'm probably not going to animate many objects just because of the time, it definitely would be fun, but it's probably not going to happen.

now with the doors, is it a language issue? or is it just too unintuitive?  i do have another idea for the doors which would involve giving you a set of keys which you would have to select the matching key to the lock on the door based on the shape of the key.  so instead of matching colors, you would be matching shapes basically.

i'm not sure what you mean by zooming in the map. and Mr Matsusaka, you can check the map from the pause menu unless you are in a building (or in the sewers), but on any street, and in the mall, you can pause the game and see your exact location on the map (in the previous wip, it would show which street you were on, but not your exact location).

the reason i did not map anything to the "R" or "L" buttons is that i find those buttons to be very awkward to press on the wiz.  but i think you are right, i think i will separate the talking onto another button to avoid the conflict of trying to do an action with the random walking of NPCs.  that will also free me up to make it so you don't have to be right on top of the NPC to start a conversation, i think i'll just make it so that when you hit the "talk" button, it will show a list of the NPCs who are on screen at the moment, and you'll be able to select the one you want to talk to.  that would also allow me to make it so you can still talk to people who have already joined you when new dialog questions are unlocked.

Mr Matsusaka, i like the idea of marking characters who you have already met on the map. i'm not exactly sure how i'll implement it, but i'll add it to the ever expanding to-do list.

and just so you guys know, i am planning on making it so you can save your game.  that's probably one of the last things i'll do, just so that i know everything that will have to be saved for the save state.

oh and i almost forgot, superior versions of both the caanoo and PC versions, as well as the wiz version are now available on the projects page (http://projects.bennugd.org/?details=60).  the wiz and caanoo are the same as the current versions on openhandhelds.org, but the PC version is more stable than the one i originally posted.
Title: Re: Escape From Zombie City
Post by: FreeYourMind on September 24, 2010, 06:54:55 AM
The zoom effect for the map, it's only for visual questions, not for functionality, when the map appears and desapears (when you go to stage), mixed with a fade effect for example.

About the colors, i just press the colors to open the doors, but i don't understand how it works ;)
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 24, 2010, 12:20:13 PM
FreeYourMind, you have to press the colors in the same orther they tell you in a text whitch can be found on top of the color menu.
Title: Re: Escape From Zombie City
Post by: FreeYourMind on September 24, 2010, 12:43:04 PM
Thanks, i will love again, ejeem, excuse me, i will try again xDDD
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 24, 2010, 01:08:41 PM
Maybe the problem is that the text that tells you the colors you must to press don't stand out to the player enough.
Title: Re: Escape From Zombie City
Post by: tmoney on September 26, 2010, 04:48:56 AM
i did a quick adjustment to make cars that block your view transparent.  i like it, but i haven't tested it on either the wiz or the caanoo yet, hopefully won't cause slowdown.  here are a couple of pics:

(http://i430.photobucket.com/albums/qq27/turdle2080/transcar1.png)

(http://i430.photobucket.com/albums/qq27/turdle2080/transcar2.png)
Title: Re: Escape From Zombie City
Post by: tmoney on September 26, 2010, 05:23:16 AM
hmm... i just checked it on the caanoo, and it's not quite as pretty.  because the caanoo and wiz run 8 bit color instead of 16 bit color, the results are not quite as good in some cases:

(http://i430.photobucket.com/albums/qq27/turdle2080/transcar3.png)(http://i430.photobucket.com/albums/qq27/turdle2080/transcar2.png)

and pretty ugly in others:

(http://i430.photobucket.com/albums/qq27/turdle2080/transcar4.png)

Title: Re: Escape From Zombie City
Post by: Noivern on September 26, 2010, 06:55:41 AM
is that flags = 4 or alpha = something? i don't know if you can use alpha in 8 bit mode.
Title: Re: Escape From Zombie City
Post by: FreeYourMind on September 26, 2010, 09:01:21 AM
Finally i understand how to open the doors ;)
When i talk about the transparencies of the objects, it's not for the complete object (you do that, it's ok too, but i don't dislike the old way without transparencies when you are in the back of the object), it's only for the windows of the veicles.
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 26, 2010, 10:24:47 AM
Quote from: Noivern on September 26, 2010, 06:55:41 AM
is that flags = 4 or alpha = something? i don't know if you can use alpha in 8 bit mode.

You can use alpha in 8 bit mode too, but the results are similar to use flags=4.
I think the idea of separating the cars and the windows in two spearated processes could be the most elegant solution.
I have a game in 8bit color deep using the same idea and this is the result
(http://img214.imageshack.us/img214/9205/harcorefight.png)
Title: Re: Escape From Zombie City
Post by: FreeYourMind on September 26, 2010, 12:17:27 PM
Matsusaka make a goal  ;)
Title: Re: Escape From Zombie City
Post by: tmoney on September 26, 2010, 04:33:00 PM
even though it would look nice to have transparent windows, it wouldn't help too much from a functional stand point.  most of the cars are not too obstructive to begin with, and the larger objects, like the sideways trucks and dump trucks, wouldn't benefit much from having transparent windows as very little of their area has windows.  there is also the additional burden of running more process. instead of just turning the car transparent, i could also turn it to gray scale so the the transparency looks cleaner.

so instead of this:
(http://i430.photobucket.com/albums/qq27/turdle2080/Image2.png)
going to this:
(http://i430.photobucket.com/albums/qq27/turdle2080/Image3.png)

it would look like this:
(http://i430.photobucket.com/albums/qq27/turdle2080/Image1.png)
Title: Re: Escape From Zombie City
Post by: SplinterGU on September 26, 2010, 04:48:10 PM
translucent and alpha in 8 bits are limited by the palette set.
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 26, 2010, 05:59:40 PM
If you wanna hear my opinion, I don't think you need to make semi-transparent the cars you're crossing from behind.
Title: Re: Escape From Zombie City
Post by: Noivern on September 26, 2010, 06:54:12 PM
or maybe you can try doing switch alpha = 0 and alpha = 255. if fps is high enough (from 30 and up)  you can emulate transparency like neo geo era (do you remember shadows of old KoFs?). Anyway, with grey scale looks good too.

thanks for the aclaration with alpha && 8 bit. I remember in div, if i wanted more levels of transparency than just flag = 4, i tried with a process with the graph,x,y,angle and size equals to the target process with flags = 4 and put over the target xD
Good memories :)
Title: Re: Escape From Zombie City
Post by: tmoney on October 05, 2010, 12:43:50 AM
ok, a couple of updates.  first off, i hunted down a pretty nasty bug that was causing memory leak which lead to slow down and crashing of the game.   you can download the fix from here: http://www.megaupload.com/?d=BZDT1YX2 (http://www.megaupload.com/?d=BZDT1YX2)

replace the old files/folder with the new ones.

in addition to fixing the bug, it also has transparent cars.  I used Noivern's suggestion of trying alpha instead of flags, and that looks better.


not included in the fix, i've changed the way you talk to people. as suggested by freeyourmind, it's a separate button. on the wiz/caanoo it's the R button (on the PC it's default T).

when you press the button a small menu displays the people who you can talk to, which will be anyone on screen other than the character you are currently controlling:
(http://i430.photobucket.com/albums/qq27/turdle2080/Image1-1.png)
this will make it so you don't have to run around trying to get right on top of the person you want to talk to, and also makes it so you won't accidentally start talking to someone while you're trying to open a gate or hide.
Title: Re: Escape From Zombie City
Post by: Noivern on October 05, 2010, 01:41:29 AM
Downloading! keep up the good job!
Title: Re: Escape From Zombie City
Post by: Noivern on October 11, 2010, 05:23:48 AM
Hi tmoney!
by now, 3 things:
1. In the sewer, if you get killed with the char who got the flashlight, the graph of the light (the center, brightest one) will be pasted in the background, like a frozen process or something like that.
2. How can i show the menu screen with a joy? i pressed all 10 buttons and nothing happened.
3. when i lost my last char, the game ended (closed). Is this behaviour right?
Title: Re: Escape From Zombie City
Post by: tmoney on October 11, 2010, 10:21:17 PM
Quote from: Noivern on October 11, 2010, 05:23:48 AM
Hi tmoney!
by now, 3 things:
1. In the sewer, if you get killed with the char who got the flashlight, the graph of the light (the center, brightest one) will be pasted in the background, like a frozen process or something like that.
2. How can i show the menu screen with a joy? i pressed all 10 buttons and nothing happened.
3. when i lost my last char, the game ended (closed). Is this behaviour right?

ahh yes, the extra flash light bug.   I forgot about that one.  i've just fixed it now, thank you.  i never got around to putting a menu button for the joystick, slipped my mind. you'll have to use F1 on the keyboard for the moment.  i'll make sure to add it later tonight.

when the game crashed on you, did your character turn into a zombie yet? or did it crash right as he/she turned into a zombie?  my first guess is that a process was trying to access the character after that character process had been killed off.  i'll have to look into it.  was there anything unusual happening in game when that happened?
Title: Re: Escape From Zombie City
Post by: Noivern on October 12, 2010, 03:09:41 AM
hi again!
Oh nice, you will add a button for the menu, it's not very pleasant have to be near the keyboard in order to play with gamepad.
When i died... mmm if i remember correctly, it was right after my energy becomes 0, without any animation of zombification. But it happend just once, maybe the same game when i noticed about the flashlight, i'm sorry i don't remember that.
After the game closed, i played again, and that time it went perfect, without any noticeable bug.
The transparency of big objects is really good =). I read some post ago about the slowdown when the music is loading, what's the problem? why that slowdown happen? it isn't big deal, but anyway sometimes is annoying.
BTW the game is really fun, i'm expecting a save option, or autosave because after a while (for me at least) is hard to stay alive xD.
And finally (by now, again :P), in the title screen, you can activate the change of keyboard controls.... with the joy, so be careful with this in wiz, since there isn't keyboard you are stuck in that option window. Also you can't cancel this menu with keyboard (or i didn't figure how). If you press Esc, the game closes. I think it should cancel this menu first, then if you press Esc again, then quit the game.

Title: Re: Escape From Zombie City
Post by: tmoney on October 12, 2010, 09:28:37 PM
i think i found what caused the crash if it happened while in the sewers, and fixed it.  the music loading will not be an issue for the pc or wiz versions for the final release.  they will both use ogg files for music and won't have that loading slowdown.  the issue is really with the caanoo. i did not like the way that ogg files were causing the frame rate to slowdown randomly on the caanoo, so i switched to wav files, but broke them up into pieces so the loading would take place over a couple of frames instead of one long frame.  but i soon learned that that was not an option for the wiz as those music files are too large.  so i've had to go with two different strategies for the two handhelds.

there will be a save option.  you'll be able to save when you reach an "escape" node and are in the map screen when you are selecting which road to go down.

the control configuration is not present on the caanoo/wiz versions, so that isn't an issue.  but you are right, i will make an adjustment so you can back out of that without re configuring.  i will probably make it F1 from the keyboard and the "menu" button on the gamepad (btw, i did add a menu button to the gamepad last night).
Title: Re: Escape From Zombie City
Post by: Noivern on October 13, 2010, 02:00:31 PM
Nice! You have an answer to anything, i like that planning =)
Waiting your next wip, and specially the savegame option :3
Title: Re: Escape From Zombie City
Post by: tmoney on December 14, 2010, 01:59:11 PM
well, i guess it's time for an update.  first, the bad news, if you were hoping for a finished product soon, it's not going to happen.  i don't know when it will be done, but at the very earliest, it would maybe be the beginning of summer.  i'm not going to be making any more wips, although i will probably have a beta to get some feed back before i release a final version.  the truth of the matter is, the last wip took a lot out of me, and after making the wip, and then releasing the wip, and then scrambling to fix the wip... and then fix it again, i couldn't bring myself to work on EFZC for a couple of weeks after that.  but even if i had, i would not have made my self-imposed deadline of the end of the year.  just too much work to do.

the good news is that i've made quite a bit of progress in the last couple of weeks, and specifically, the last couple of days.  like i said before, i still have a lot of work to do, but i've laid the ground work for a number of the things i have to do.  the most recent addition is a goal system, which works kind of like an achievement or trophy system, except that accomplishing a goal in EFZC will net you points.
(http://i430.photobucket.com/albums/qq27/turdle2080/zomb.jpg)

points accumulate each game you play kind of like in one of the star wars/indian jones lego games.  you use points to purchase characters, upgrades and stories from a store that will be available from the main menu.

additionally, i've worked on what happens when you escape the city, sort of little exit scenes, or at least i've got the set up ready for them, and i have one done (out of four). while i have the boss battles for a number of the stories either done, or a lot of it done, after the wip i decided i should try and complete that one story and get the layout and setup for a complete play through out of the way.  that way i would have one story done, with the back bone of the game in place so i would just need to flesh out the other stories.  i have almost completed that task, with one exception, but once i have that done, it will be a matter of filling in the spaces the rest of the way for the other stories, which will be a major step. 

i have most of the city done already, most of the cars made, and most of the zombies that needed to be made. so i have a lot of the grunt work done, a lot of the tedious stuff.  that being said, i still have quite a bit of work to do.  there are some boss fights that are partially done, some boss fights that aren't done at all, and in some cases i'm not sure yet what the boss fight is going to be.  and then as far as stories go, i really only have the one story completely fleshed out at this point.  some of the other stories are pretty well fleshed out, but others are just nuggets of ideas that i haven't got a complete grasp on yet, let alone the dialogs that need to be put in the game.

so anyway, that's the gist of it. i've got a lot done, but still have quite a ways to go. i'll leave you with a little sneak peak, here is a partially done boss:
(http://i430.photobucket.com/albums/qq27/turdle2080/zomb-1.jpg)
Title: Re: Escape From Zombie City
Post by: Noivern on December 19, 2010, 05:59:27 AM
Please a video link a video with the new stuff!
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on December 19, 2010, 07:46:29 AM
That mummy looks cool hehe

I understand you. Making a game is not a easy task at all. Drawing sprites takes a lot of time, fixing bug is a pain in the back and sometimes you just don't know what to add next and you get stuck in a design dilemma. I have a couple of unfishished proyect that are lasting for near ten years so, honestly, I don't really espect you to have the game finished in the next year summer XD

Anyway, I understood from the very first time I've played it that you're game will become one of the best (if not the best) games available for Fenix-Bennu. Good luck!
Title: Re: Escape From Zombie City
Post by: tmoney on December 20, 2010, 11:37:36 AM
i appreciate the kind words and interest from you guys.  Noivern, i don't have enough that i'm ready to show right now to make a video.  on the one hand, a lot of the stuff i've worked on recently is technical, like the "goals" system, but on the other hand, i don't want to show all my cards either. i've probably shown too much already.  but i could see doing another video with a few more things down the line a bit, maybe in a month or so.
Title: Re: Escape From Zombie City
Post by: handsource-dyko on December 20, 2010, 01:14:13 PM
Why don't you start working with release numbers? This gives you some freedom to add new things,
but still maintain a playable/stable version. I do this for Malvado, too. The current version is 1.5, but
I'm already working on some new tools for it. Also, this way you have some liberty to decide if you want
to incorperate some features later on. Remember, Miamoto wanted yoshi in earlier mario games, but it
wasn't untill SMW that yoshi and some other ideas where introduced.
Title: Re: Escape From Zombie City
Post by: tmoney on December 20, 2010, 01:56:35 PM
the main reason, is that this game is about exploring and finding new things.  it would not do me much good to put out iterations of the game that slowly incorporate these new things.  one of my primary concepts i had while conceiving this game, was that variation can go a long way to making a game re-playable.  and so from the beginning, i planned on having multiple stories, paths and characters for a player to discover, so that the game could stay fresh for longer.  i would undermine that philosophy if i were to give new snippets of the game as it progressed because a player would search out the new bits, play with them, get bored, and wait for the next update (or stop caring altogether).  in theory, this game is meant to be like a buffet.  so if i were to put out iterations of the game, it would be like putting out a buffet table with one food item, and then filling in the other bins with different food every 20 minutes or so.  i think it's best to put out the buffet table with all the different foods on it at once.
Title: Re: Escape From Zombie City
Post by: tmoney on April 02, 2011, 05:54:06 AM
new video:
http://www.youtube.com/watch?v=A6iNqz5wJCM (http://www.youtube.com/watch?v=A6iNqz5wJCM)
Title: Re: Escape From Zombie City
Post by: josebita on April 02, 2011, 06:21:59 AM
Pretty cool looking! congrats :)
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on April 02, 2011, 10:41:26 AM
Nice! Do you think you will have anything new playable soon?  ;D
Title: Re: Escape From Zombie City
Post by: gecko on April 02, 2011, 02:03:10 PM
Great! 
Title: Re: Escape From Zombie City
Post by: tmoney on April 02, 2011, 03:26:04 PM
Quote from: Mr Matsusaka on April 02, 2011, 10:41:26 AM
Nice! Do you think you will have anything new playable soon?  ;D

unfortunately, no. but i am hammering away at it, and plan to get a lot of time to work on it this month.
Title: Re: Escape From Zombie City
Post by: tmoney on April 10, 2011, 05:12:10 PM
well, i spent all day yesterday working on zc, and i've gotten a couple pretty significant pieces of the puzzle in place.

if you look at the main menu, you'll see i've added 2 new options, load game, and the zc store.  the second screen is the zc store.
(http://i430.photobucket.com/albums/qq27/turdle2080/newmenu.png) (http://i430.photobucket.com/albums/qq27/turdle2080/zcstore.png)

the way the store works, is that items in white text can be purchased, while items in red text are currently unavailable.  if the little box on the left hand side has a white circle in it, that means that item has been purchased already.


to save your game, you need to get to one of the "escape" nodes at the ends of each level, and enter the map mode.  there you will see a new prompt, "press a to save" in the lower left hand corner, which will bring up 5 different save options (white text indicates a file already exists, red indicates file is empty).
(http://i430.photobucket.com/albums/qq27/turdle2080/mapscreen1.png) (http://i430.photobucket.com/albums/qq27/turdle2080/mapscreen2.png)


and finally, i've added a "goal list" from the in game menu
(http://i430.photobucket.com/albums/qq27/turdle2080/ingamemenu.png) (http://i430.photobucket.com/albums/qq27/turdle2080/goals.png)
goals in white text are completed, while goals in red text have yet to be completed, and the number next to the goal indicates how much cash completing that goal will give you.
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on April 11, 2011, 07:13:29 PM
Nice job tmoney. That's the kind of stuff that makes you to replay the game more and more.
It will increase the game value, no doubt. Keep on the good work!!!
Title: Re: Escape From Zombie City
Post by: josebita on April 14, 2011, 03:18:49 PM
Looking better and better with time, congratulations!
Title: Re: Escape From Zombie City
Post by: David994A on April 17, 2011, 07:03:08 PM
Awesome game tmoney!  I just tried it yesterday on my Caanoo and it works great.  Great graphics and music too! :) :) :)
Title: Re: Escape From Zombie City
Post by: tmoney on April 18, 2011, 02:25:15 AM
thanks, always nice to hear positive feedback  :).
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 11, 2011, 02:52:20 PM
Hi, is this project still in progress? Would we have a new beta soon?
Title: Re: Escape From Zombie City
Post by: tmoney on September 11, 2011, 11:18:57 PM
yes, still in progress. i may have a limited access beta in a couple weeks to get some feedback on what i've been working on. you guys from the forums will have first dibs at it.
Title: Re: Escape From Zombie City
Post by: Mr Matsusaka on September 12, 2011, 05:47:31 PM
Happy to hear that. I will be waiting  :)
Title: Re: Escape From Zombie City
Post by: tmoney on September 22, 2011, 04:01:05 AM
ok, i'm pretty close to having that limited access beta ready, possibly will be ready this weekend, or else next week.  i'm just trying to quickly hammer out a playable version of a new mode...   ::)

if you are interested in testing and giving feedback, please PM me with your email address.
Title: Re: Escape From Zombie City
Post by: FreeYourMind on September 22, 2011, 04:59:04 AM
I'm :)
Title: Re: Escape From Zombie City
Post by: tmoney on September 26, 2011, 04:54:43 AM
alright I'll be ready tomorrow, so anyone who would like to participate, please send me a personal message which includes your email address.

thanks  :)

PS: I should also mention this is just for the PC version at this time.
Title: Re:Escape From Zombie City
Post by: tmoney on July 21, 2013, 03:33:33 PM
...hello :)

well i'm not dead. i did take a lot of time off from zombie city though... like a year and a half. but i'm back to work now. a big part of the reason i got away from it, was that the project was too big for me, and i needed to come up with a new plan on how go forward. here are the changes:

1- instead of there being 12 stories, there will be one large story. it was just too much for me to try to make 12 different stories all work together in one game, and i had been planning on making the stories extend into a second game, but that just made things even worse. so instead, i'm going with one story. the story includes pieces from a number of the stories i was planning on, but they will all be merged together.

2- zombie city lives. this is the change i am most excited about, and most proud of. the characters and... other things... in zombie city do not wait for you. in most games, npcs and events wait for you to trigger them by reaching a certain point in the game. zombie city does not do that. the events take place, and npcs move around the city whether you are there to see them or not. zombie city is a game of discovery. on your first play through, you will only see a fraction of what is happening in the city, and on subsequent play throughs, you will take different paths, choose different characters and learn how and why things are happening the way they are happening in zombie city, so that ultimately, you can learn how to save the city.

3- the one thing i've had to sacrifice to make the story work, is that you will no longer be able have other characters join up with you, or be able to switch between characters mid-game. the character you choose before you start the game is your character for that game. i know this is disappointing to hear, and i'm disappointed aswell, but unfortunately, it had to be done.

4- zombie city will be slightly larger. i've added 4 street sections to provide alternate routes so you don't have to go through the center of the city. additionally, there are some new locations within the city, and some locations will be locked and require finding a key to enter.

so i'm back to work. there's still a lot to be done, but i can at least see the light at the end of the tunnel now  ;)

Title: Re:Escape From Zombie City
Post by: tmoney on August 08, 2013, 03:10:53 AM
well, i've been cracking away at efzc, and i wanted to post a trailer primarily because i wanted something up to date to show people on the ouya forums as i'm hoping to have it running on that console. anyways, i thought i'd post a link to the video here as well:

http://www.youtube.com/watch?v=-i3RNUiZD7s
Title: Re:Escape From Zombie City
Post by: Kloppix on August 08, 2013, 07:18:08 AM
  That's good news. I really liked the Wiz demo :)
Title: Re:Escape From Zombie City
Post by: tmoney on September 29, 2013, 02:32:41 AM
here's a new video with some explanation about the characters with in the city will behave:
http://youtu.be/Inh1X-bJVKk
Title: Re:Escape From Zombie City
Post by: Kloppix on November 24, 2013, 01:17:24 PM
 I really like the idea of winning the game several times with different characters in order to understand the plot.