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Zombie Zoo Murder Case (GMC Halloween Jam entry)


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#1 Yal

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Posted 31 October 2011 - 08:10 AM

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Zombie Zoo Murder Case by Yal

As a rookie policewoman in Slayport City, your first real mission is to investigate a murder case at a closed zoo. This leads you into deep trouble that can be solved only by using your wits, your reflexes, and your dual machine guns. You will find out that something is wrong with one of the other people of your police squad when a corpse shows up... whom do you trust? Can you get out of the place alive?

If you thought shambling human remains were bad, just wait until you get to fight zombie elephants and man-eating scorpions. Also features zombie rabbits, zombie vipers, zombie wild boars, and much much more!

This game features over 300 levels distributed over 50 sectors. At the beginning of each sector, you get to choose from taking the left path or the right path, each path has 3 unique levels so a full play-trough should give you 150 levels with loads of replay value for the next play-trough.

As of latest update, there's now two very different weapons to choose from (dual machine gun and double-barreled shotgun), each one with different playing styles.

There's also Hard Mode with double enemy rate and completely randomized levels.


Get the game HERE!



More screenshots:
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Edited by Yal, 12 January 2012 - 12:55 PM.

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#2 Zeddy

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Posted 31 October 2011 - 09:16 AM

I got to sector 2-1 (Right path) and there's no goal. :[

Deeper commentary to come after breakfast.
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#3 Yal

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Posted 31 October 2011 - 09:27 AM

I got to sector 2-1 (Right path) and there's no goal. :[

Keep using Page Up... darn, I thought the previous fatal glitch was game-breaking.



The reason this happens is that initially, the area generation script could create exits right next to the player, and I wanted to remove those, and the code works too well.
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#4 Simaster48

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Posted 31 October 2011 - 09:43 AM

I simply walk through at random, works fine for me!

btw, Yal, why can i walk straight over the shopkeeper? :rolleyes:

Edit: The undead zoo keepers cant go around a box? :mellow:

That's truly zombie stupidity... <_<

Edit2: and now a rabbit pit covered by the exit...

(Infact, all enemis pass behind the exit instead of over it!)

Better start writing a debugg list, Yal! :P

Edited by Simaster48, 31 October 2011 - 09:57 AM.

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#5 Zeddy

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Posted 31 October 2011 - 10:20 AM

Kay, so first of all: Hot damn, Yal made top-down zombie shooter. D: It is surely a sign of Ragnarok. The game undoubtedly still feels very Yal-y despite the ability to AIM WITH THE MOUSE WHAT IS THIS

-I encountered the missing goal bug a lot in the first two sectors.

-Picking up coins is kinda tedious. You could solve this by just increasing the coin hitbox but what I think would be cooler is if picking up a coin magnetized nearby coins, making them fly into you by themselves. Magnetized coins would also magnetize other nearby coins, causing a chain reaction. You could work this into a scoring system where you try to line/group up zombies next to pits for maximum profits only you have to be quick because coins would disappear after ten seconds or so.

-Where are those mafia people the shopkeeper wants you to kill, anyway? 0: I went through sector 2 without upgrading hoping to hold out for the discount, but I have no idea how long I have to go before I find them. Are you certain to meet them as long as you scourge every stage or do you have to get lucky with your path choices?

-The game's pretty fun: Sector 3 actually gets kinda intense!

-At some point, I clipped through a wall. I was backing into a corner to the upper left when all of a sudden I just glitched through and ended up on the outside of the stage, unable to move. I could only get out of it by Page-Uping.

Edited by zeddidragon, 31 October 2011 - 10:37 AM.

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#6 Simaster48

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Posted 31 October 2011 - 11:18 AM

Yal, somewhere around sector 9 - 11 (maybe earlier) the dungeon generator code issue, noticeable game freeze during next room load, starts to happen quite often and the further i play the longer the freeze time!
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#7 Yal

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Posted 31 October 2011 - 11:35 AM

The (mean) level size increases with the square of the number of cleared levels (and there's three per sector), and the number of paths the cave generation algorithm I used makes increases in a similar fashion. So sector 11... the levels are around 30*30*(randomized constant) = roughly 900 times bigger than the first sector... and have more than one path generated. So yep, they'll take longer time to generate. Should be no problem on a modern stationary computer though, I think.

-Where are those mafia people the shopkeeper wants you to kill, anyway? 0: I went through sector 2 without upgrading hoping to hold out for the discount, but I have no idea how long I have to go before I find them. Are you certain to meet them as long as you scourge every stage or do you have to get lucky with your path choices?

Right now, they only exist for plot purposes (I wanted to have as many laws as possible broken in the plot so that I can say that I used the theme). Good idea, I didn't think about actually using them.

Ahem. Plot spoils:
Spoiler


As for the wall-clipping... I've done as much as I can trying to solve that glitch, to no avail. I don't even know what causes it. Originally, you could get stuck in walls with no way of getting out; I added some "move outside" code and half the time you would end up in the black outside the zoo. Since then, I've added one goal in each corner of the black just in case.
Perhaps I have to let page-upping remain even in the post-jam version. Solves both the goal problem and the stuck problem. Originally, if you destroyed the last living Nest/Pit in a level, it would create a goal. Apparently I've broken that somehow... >___<


Noted coin issue. Will be in the post-jam version.


Kay, so first of all: Hot damn, Yal made top-down zombie shooter. D: It is surely a sign of Ragnarok. The game undoubtedly still feels very Yal-y despite the ability to AIM WITH THE MOUSE WHAT IS THIS

I don't like to retract my statements in public, so for the sake of this discussion I hated every second of making this game. Oh, and I want to give all noobs some REAL TDS to look at and learn from.

Originally, I'd planned that the RMB would be used to fire sub-weapons and the mouse wheel to scroll between them: the subweapons would be Shotgun, Flamethrower, Missiles and Castlevania Cross Boomerang. I didn't have time for that, sadly.


Hope you like the snakes in Sector 5.











Fun fact: somewhere in the middle of Sector 167 the game will Fatal Error since it runs out of pre-seeded seeds for the levels. New enemies stop appearing after Sector 10. Originally I wanted to have 6 stronger recolors of each enemy, but I didn't have time for that. :<

Anyway, I'd say ZZMC is a lot better than my previous Jam entry SakanaJo, right?. :)

Edited by Yal, 31 October 2011 - 11:41 AM.

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#8 IQbrew

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Posted 31 October 2011 - 11:47 AM

It's decent, considering the 24 hour jam time.

#9 Simaster48

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Posted 31 October 2011 - 11:54 AM

Well, i'm currently at sector 22 and it's getting a little bit boring since i haven't seen anything new for a while -_-

P.s. A save system would be nice ;)

Edited by Simaster48, 31 October 2011 - 11:59 AM.

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#10 Yal

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Posted 01 November 2011 - 06:42 AM

A save system in an arcade game? :rolleyes: Isn't five continues enough for you or what?
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#11 Simaster48

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Posted 04 November 2011 - 08:46 AM

Well, not everyone have the patience to play those 350 levels in a row :rolleyes: (Although some of us do :whistle: )
so, some kind of save system would be nice! (And it wasn't my idea by the way, Zeddy mentioned it on the chat :P )

Hmm, after an unsuccessful run today i switched over to play FC some more and...
Spoiler


Will try the post jam version, I won't vote this jam since i don't have time to try all the jam games ;) (Want to be fair you know :sweat: )
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#12 Yal

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Posted 04 November 2011 - 12:13 PM

Spoiler

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#13 Simaster48

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Posted 04 November 2011 - 12:17 PM

Yup, it's still swirling around in my head :P
So they are the same? :snitch:
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#14 Yal

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Posted 04 November 2011 - 02:20 PM

Not necessarily, but it would be a pretty fun twist to discover that the murderer was...
Spoiler


Hey, I think I'll use it! :P

Edited by Yal, 04 November 2011 - 02:20 PM.

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#15 Simaster48

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Posted 04 November 2011 - 02:25 PM

Spoiler

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#16 Yal

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Posted 04 November 2011 - 02:30 PM

Spoiler


It was a nice idea to tie the games together like that, anyway! I used to do that all the time before. Should resume with that. Oh, and I gotta let someone read Shiny Wings in a cutscene, too!
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#17 Simaster48

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Posted 04 November 2011 - 02:32 PM

Could be a part of the city?

And dont overuse Shiny wings, there is enough copys of it as there is in your games :P
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#18 Yal

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Posted 04 November 2011 - 02:58 PM

Inside jokes should be in every game. I mean, just look at N1's Asagi.
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#19 Simaster48

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Posted 10 November 2011 - 09:46 AM

And some inside jokes are used so frequently that it isn't even funny anymore :rolleyes:

Spoiler

Edited by Simaster48, 10 November 2011 - 09:47 AM.

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#20 Yal

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Posted 10 November 2011 - 09:56 AM

And some inside jokes are used so frequently that it isn't even funny anymore

You're thinking about the Konami Code, right?
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