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Setnour6

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A member registered May 20, 2021

Recent community posts

I can’t wait for custom mods to happen!

…once the update drops and people actually get to modding of course :) Custom perks and new maps from community members shall be the grandest!

Thank you for your response! The link from here sounds good. Perhaps a community member or fan can be able to make modding happen, but I’m fine with the existing whole-project approach.

Hi, just wanted to make this post before I forget. Is it possible for the developer to make an example mod and publish it somewhere? I’m asking this here because I don’t want to use discord (due to reasons).

Plenty of APIs and documentation have to be written or the community can figure some things out in terms of modding in case there isn’t time for documentation. I also wanted to suggest extra modding capability (i.e. mod tools) for later on when another update gets pushed, which is by developer’s choice.

Also, since the open source content isn’t on the internet, it could be self-hosted (Forgejo, Gitea) or placed somewhere outside of discord for safekeeping (and for non-discord users).

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Hello again and Happy Birthday!

I heard maps were being suggested so I would like to suggest the WAW Zombie Revolution Mod’s Tutorial level, which I personally call “Nacht Revolution”. It’s basically Nacht but players spawn outside, there are Panzersoldats (you don’t need to add Panzers now), Hellhounds, Brutus (no need to add Brutus now), and there’s a tunnel on the Nacht first floor to the right of the Mystery box room’s stairs (replacing the boards in your case), leading to more areas. I couldn’t find any gameplay that shows the entire map on a player’s perspective. If you truly prefer though, you can add the option for perks and pack-a-punch on the map.

If the above is not satisfiable enough, you can add the rest of the DS maps, maybe a DS map combination so you can play all four DS maps at the same time.

Oh, one more thing: If you can add a section for the maps to toggle between main maps and custom maps, or even add labels/icons that I suggested prior, that would be amazing for organization purposes. It’s till up to you on that one.

Update: One tiny additional thing, I made some banners some time ago for the devlogs and figured now might be good to share as a birthday gift. I couldn’t make it the exact same Project Aether style but that’s what I have made. Feel free to make any changes to the images. one: bug fixes two: weapons three: visuals four: gameplay

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Hello again! This update was great to play on. I compiled another list of bugs, ideas and personal nitpicks for the previous update alongside this one.

Bugs:

  • Vulture Aid ammo effect fails when reserve ammo is empty.
  • Vulture Aid Green Smoke doesn’t show up (I know you’ll fix it later on).
  • Sprinter Zombies never appear in Octagonal Ascension.

Ideas:

  • Add an option for maps to have perk machines show always, disabled, or stay map-based (therefore dropdown with three options, default is map-based). It does mean that Nacht and other maps need all perk machines or Derr Wunderfizz though.
  • Add a dropdown option in settings for mystery box bias to be map-based (i.e. BO2 map makes mystery box have bias for BO2 weapons, etc.).
  • Add an option for denying or allowing voicelines with swear words. I personally don’t mind but just because old COD games had that.
  • Make Galvaknuckles Pack-A-Punchable.
  • Allow switching between Bowie Knife and Galvaknuckles (completely optional because I can see how this is tedious to implement).

Nitpicks:

  • Number keys only serve the same function of weapon cycling forward when Mule Kick is on, but should allow pressing 1 for Primary, 2 for secondary, 3 for Tertiary, 4 for cycling (this one might be more of a bug but I’m not sure).
  • You should implement the “Hi, I’m Dempsey, and you are… DEAD!” line for Tank Dempsey
  • You should more OORAH lines for Tank Dempsey, I get the feeling that some lines with that specific catchphrase is missing.

Also just to brag a bit for the fun of it, I got my first ever easy-mode octagonal ascension attempt to round 64 (mostly because cliffhanger and no sprinter zombies for some reason): image.png

4 days later update: I completed the map (itch build #170, cliffhanger starter on medium difficulty; i meant to do hard mode but its fine). image.png

I just tried out the bloom effect now and for some reason I haven’t seen any changes happen. Videos (via Gist on GitHub): https://gist.github.com/user-attachments/assets/fef9f643-5d8d-44f8-9b07-bb535afc7c6a And this: https://gist.github.com/user-attachments/assets/86850768-4903-4075-99e0-e6524a909bed.

It does give the extra idea for zombie eyes to have less of a glow though. image.png

Thank you for adding the toggle!

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I have a couple of ideas that I would like to see:

  • [Partially Added] Debug mode, so you can have godmode, noclip, choose weapons to give to yourself, etc. via a command bar by pressing tilde (` or ~) like in WAW to BO3. It would be a settings thing.
  • [Added] Holding E to repair barriers instead of just pressing/spamming E for that.
  • [Added] Making the reticle in the menu more noticeable, please and thank you.
  • Maps shown in the list can have labels or something showing which game the maps were ported from (WAW, BO1, etc.) so people can see where the maps come from (for those that don’t know, or when you port expanded/remade versions of given maps that have the same concept and/or name as previous version).
  • [Added?] Add a setting to disable bloom effects (I have settings set to the lowest and I see some sort of bloom effects on my end).

I would love to help but I’m not familiar with Unreal Engine (yet?). Feel free to add them whenever you want to, or you don’t have to.

I can’t find the keybind mention anywhere for flip kick, but I pressed Up + X (X is the heavy/kick) while in midair to do what appears to be a flip kick, and using it near the train doors glitches the character out.

I also found out that dashing and then Down + X (X is the heavy/kick) right after allows fast sliding. Right after recharging, I do it again to gain even more speed. The problem is that it didn’t do anything useful for the Highway Terminal and Target Practice besides allowing me to break the vertical speed limit. I still can’t get up the highway terminal unfortunately. I was able to use it in the Training Gym and found a way to get to the second floor portion of the map. I found what appears to be Andromeda on the third floor portion, but getting up to that level is easier said than done, and I was never able to make it there (yet?). You could implement an easier way or make changes to it, since nothing happens when I change any internal values for the character.

No worries. I found out where to go, but I’m not sure how exactly to get up there, since I couldn’t find any dive-kickable objects or anything around me to get up there

I took the subway to the Target Course since I checked around Highway Terminal and didn’t find any indication of Andromedia. I can’t reach the top of the course unfortunately.

Also, there are some online tools to help port the game over to Godot in a simpler way, but I guess with the recent updates, maybe having the project stay on Unity is okay.

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Amazing! I tested the new updated build and I can’t find the wall climb ability anywhere, which means that I can’t move up to find andromeda. Do you know where the wall climb is? Also, I also found another bottomless pit area just after the train in the training gym which needs to be filled to prevent falling out of the map. The new boost tweak is amazing too, but it might be a bit too much for the final release (demo here is fine).

I also tried to port the entire project to Godot but I ran into issues with loading the assets. I forgot what I did exactly since it was a month ago and my focus was (and still is) on my education. It was only because of that one situation by that one company. Do you want to have the project ported?

I really enjoyed the new features and changes here. One issue is that the one shard of the two in the top right of the shrine area is almost impossible to reach, and it would be a relief if it were to be moved closer to the right where the player can reach it. Another issue is that I am having a lot of trouble finding the Andromeda arena and boss fight. I looked everywhere in the maps and even tried to reach the top of the map with the bottomless pit present (to no success). Other than that, I like it a lot.