Fainting, hunger pains and more…

Posted in Characters, Zombox on February 15th, 2013 by Tyson Ibele

Smaller update this week because most of what I worked on was just optimizing code…

The ailment system has some new additions:

  • When your character is bleeding, he’ll now attract all nearby zombies
  • When your character is too sleep deprived, there’s a chance he could pass out. This leaves you vulnerable. Clicking your character repeatedly, however, will slap him back awake
  • When your character is too hungry, he’ll clench his stomach to ease the hunger pains. This prevents you from using weapons until you eat again (although you’ll still be able to attack with your fists)
  • When you’re suffering from one or more ailments, you’ll slowly become delirious. This will cause the screen to wobble and your character will stumble around, unable to move in straight lines

Special attacks and attack bonus upgrades are also disabled while you’re in the later stages of suffering from any one of the three main ailment types.

Also, all 900 item icons were re-rendered at double resolution to make them look crisper at higher (retina) resolutions.

I’m also thinking about adding some food/sleep/health bonuses, that will give the player extra damage/speed/defense bonuses when you get extra food/sleep/meds. That will help to balance things out so you are inclined to eat/sleep/medicate yourself more often — not just to prevent death.

Stacking and shield switching…

Posted in GUI, Items, Zombox on February 8th, 2013 by Tyson Ibele

So, I made a fairly substantial change to the inventory system in Zombox this week…

Now you can stack similar items on top of each other! This will allow you to carry many more items (so long as they are within your carrying weight limit — which I also doubled for each character), and make it a lot easier to quickly craft large numbers of things. Also, single-use items like pipe bombs, molotovs, bear traps, etc, will be easier to carry around in bulk. Each slot has a 99 item limit, which should be more than enough for all of your toting needs. When an item socket contains a stack of items, clicking once will grab the top-most item, and double-clicking will grab the whole stack. This makes it easy to quickly move stacks around.

This new system required a complete rewrite of all the existing inventory UI code, so it’s what I spent the majority of my Zombox development time this week doing…but in the meantime I also added another feature: players who are holding a shield in their passive item slot can now manually switch it from front to back (by pressing on the passive item socket). This will give players a strategic advantage in many situations. For example, if you’re trying to unlock a door but have zombies coming towards you, switching the shield onto your back will give you added protection.

Below are two animation…one showing how stacking works and the other showing how shield switching works!

 

 

Eat, sleep, kill…

Posted in AI, Characters, Zombox on February 1st, 2013 by Tyson Ibele

So I’ve got all the new zombies integrated into the game now, as well as all of the various different behaviors they can exhibit.

Zombies can now also get their heads crushed and destroyed, their arms ripped off, and their legs removed (forcing them to crawl after you). Depending on the occupation of the zombie, it may also carry a weapon or have extra armor. Zombies that wear helmets have to have their helmet knocked off before they’ll take any bodily damage.

There’s also a new three-tier wellness system I added (which replaces the old hunger system), which keeps track of your hunger, tiredness and blood levels.  Beds that are found (or crafted) can now be slept on, and sleeping can also regain some HP depending on how tired you are when you fall asleep. Explosions and zombie attacks can also cause you to bleed out now, and if you do not find medical attention after the bleeding starts you’ll slowly lose HP and eventually die of blood loss.

Other various tweaks to the UI have been made, like popups showing important information and the amount of HP lost/gained after an injury/heal.

I’ve also optimized a lot of the background functions controlling the AI. The A* pathfinding algorithms now use about 40% less memory and are faster as well.

Here’s a youtube video showing most things mentioned above. Only thing to keep in mind is that the zombies in it are just generic neighborhood zombies, so you won’t see any of the ‘special’ ones like animals, clowns, swat members, etc…but don’t worry! They’re still in there!