Okay I didn't beat level 5, but the game is ssooo evil. I'm gonna try it again at some point soon xD
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Yeah, I saw this as a problem frequently and was bad on my part with bad design.
I have changed the way that items are bought as they are bought with pulling lever which is more reactive and will give some user feedback telling you if you have enough money or if the item was bought.
Right this topic is just for posting my latest Gifs and Videos of the next version to. I do put them in places such as reddit.com/r/Unity3D and reddit.com/r/Vive .
This will be updated, I'm not going to leave it locked so you guys and girls can talk about anything I put up, good or bad its all good.
To Start this thing off here are my two latest showcases of the next Version of Project Survive.
P.S. The next version is having a name change to Arsenal : Project Survive. Thought it was fitting for a gun with heavy gun play.
Thank you for this wonderful comment.
I will take alot of this feedback to heart.
It's wonderful to hear that you played 2+ hours of the prototype and managed to get to round 36. I find that amazing that you got that far, I know the current state of the game isn't that hard but I made the zombies slow to make sure the speed of them didn't scare anyone who might of been new to VR when I demoed it.
So to answer a few improvements you left,
More Variarity in zombies, This is something that I do want to have for the next version but I can not guarantee it will be in. This currently is a 1-2 person project, I'm doing this for University and as my passion project, and a mate of mine is helping with the art.
For enemies they need animation which takes time and skill, of which I don't have sadly. I might have an extra enemy type as something that might not take a human form, which might be interesting.
More Guns, Yeah they coming. Gun types so far, Assault Rifles, Submachine gun, Pistol, Shotgun, Rifle(Sniper) and Specials.
I'll be showing some of these off once they are ready.
More Maps, I would love to have more maps but with my current scale and deadline being mid April I'm currently aiming for one map, but it will be bigger and more challenging than the one is this prototype.
Traps, Yeah I actually didn't think about this one, be it would defiantly be a interesting one.
Do you think that the player should be able to run through a trap even though it might kill them, or stop the player from walking into their own trap?
Zombie sounds, Yeah I'll look into this, and try to have them so they don't get annoying constantly to stop you getting those headaches for long play sessions.
Different Map Areas Cost Money, This is also a must for the next version, and I will see if I have spare time to do anything interesting with the map ;)
Difficultly Levels, Yeah I noticed this only a week before the deadline, I wish it was something that I did earlier. I might be able to update this prototype with some, but I'm not making any promises sadly. I currently have a difficulty for the next version, but it doesn't so much at the moment.
Reload from the shoulders, This is a interesting idea that I will test with. I've been talking with my mate about designs of the magazine holding system, and we've deiced to change it to each weapon uses that generalised ammo, Pistol Ammo, Assault Rifle Ammo ect. With this there will be certain sections to get ammo off, assault rifle mags on your right shoulder, pistol on your right side of your stomach, ect. With this I might have the player tap the gun into each section of where that ammo type, makes the player have to remember where that section of ammo is.
This could also be a bad idea, so I might leave that as for only Medium or Hard Difficulties.
Move Storage Bubbles, This is something that will be tested more with the next version with a different holster system.
Bigger Hit box for Weapon Storage, I will make them bigger in this prototype, but that system has change for the next version. The player will now be able to holster a weapon at the press of a button, but only for small weapons such as Pistols, Sub Machines guns and some shotguns.
Different Damage points for shooting a zombies, Yeah that should be in a working, but maybe the different amounts of damage aren't good enough. I'll tone those up. :)
Items pick ups on Zombies Death, Yeah I might do this if I have the time, but also I want to try and create some of my own pick ups. I'm a fan of CoD zombies as well, but I want to make some more than just CoD zombies in VR. I want to take of advantage of What VR has to offer to create better experiences for you guys. :)
Have bullets go through Multiple zombies, I've thought about this as a system, of Damage similar to how some card games do damage. If I attack a enemies with 100 damage, and the enemies has 40 health, then the remaining 60 damage should pass through the enemy to damage another zombie. Does that sounds sensible?
Propane takes fly out of the map, Yeah ... that was very last minute. The map was made in just under a week I think. It was originally was going to be in a mansion, but I thought the tight corridors could of been intimidating to new players.
I am still developing this game, hopefully for the next version it should be faster, with a more consistent art style.
I am planning to release the next version onto steam for Free, but I will need some help getting out of steam GreenLight once I create a page for my game. In its current state I do not think it is ready, I find that people won't up vote a ugly looking game, this is why I am trying to get a more consistent art style for the next version.
As I said before, the next version will be free because of legal reasons with software we are using and do not have a fully licence to publish with a cost to items. I will be accepting donations to have time to create extra features such as multiplayer.
I'm glad you had a good time playing the demo. Happy Gaming.
- David Dewhirst
Will do, or at least some other alternative if the player runs out of ammo.
That is a major problem with the prototype currently.
With Weapons such as a knife or baseball bat, I was thinking of the weapon doing damage based on velocity of the swing, or needs a minimum amount of velocity. That should counter the problem of players just waggeling a melel weapon into enemies.