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:
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.