Jump to content
  • Advertisement
suliman

Top-down shooter / zombie survival. Plz try it!

Recommended Posts

Hi!

My game is coming along nicely and I would love some feedback.

You play as one (or two in co-op) survivor that must travel the land and survive the infected hordes, looners and bandits. You stop in locations but are always pressed as the hordes will start pouring in. Collect resources (food, fuel, medical supplies and ammo) and weapons and head for the goal!

Tips

  • Always quickly switch to a melee weapon if running out of ammo
  • Loot everything if you have time to loot, including cartrunks
  • Choose locations that have the loot you need (such as gas station for fuel)
  • Try to avoid running out of fuel or having your car break down. Walking is dangerous!

Download (50 MB, works with windows only, you DON'T need dropbox to download):
Damnation road (beta 3)

screen1.png

screen2.png

screen3.png

screen4.png

Edited by suliman

Share this post


Link to post
Share on other sites
Advertisement

(this bug is fixed, it now works on windows 7 as well as 8 and 10)

Edited by suliman

Share this post


Link to post
Share on other sites

Good idea!

Can you complete the "campaign" on medium or easy? (Reach the goal and survive the fight there?) I can barely do it on hard difficulty but I know all the features in and out.

Share this post


Link to post
Share on other sites

I tried again and got to day 3 on normal, but I got another bug. My screen had the 'Damnation Road' night transition image stuck. Restarting the game fixed it.

So far, I can't get past the third day on normal, but the difficulty is good. Most games make normal difficulty very easy. When I click on normal, I expect a challenge.

What needs improvement is the controls and player awareness. Most of the time, I can't tell why my gun cannot shoot because my eyes are on the zombies. But the reload and jam signals are on the player. Maybe put those signals at mouse position instead, and make the reload/jam circle in white/light red because it's nearly invisible at night.

 

Share this post


Link to post
Share on other sites
45 minutes ago, Michael Aganier said:

My screen had the 'Damnation Road' night transition image stuck

You mean a simple fade to black? Or did you see the main menu image (the photo of the road) in the middle of gameplay? Did you get this problem after a night-session? Or just randomly?

Share this post


Link to post
Share on other sites

Noone else? Hundreds read this thread, but only Michael had some feedback?

Updated the link with the latest version (beta 1) (more sounds, zombies moan, some balance and UI issues, text feedback when you lack resources, car is getting old etc)

Edited by suliman

Share this post


Link to post
Share on other sites

Updated the link with BETA nr 2. There is now scoring (and highscore), a new map, and your grandma is on contact with you via radio :)And loads of balancing.

Please download for some feedback!

Share this post


Link to post
Share on other sites

The player awareness is much better (more icons, low ammo alert) and the character movement is smoother. I made it to day 8 while I couldn't get past day 3 before (normal difficulty). I got killed at the military roadblock because I wanted to spend my weakest weapons first. Have had used my best weapons, I wouldn't have been killed. Also, I didn't have any armor. I found multiple pieces at day 1-4, but I haven't got any more past that. None of traders would sell armor.

I  discovered many new enemies for the first time. Knowing much more about the game, I'm pretty sure I could complete day 10 on normal now.

The one thing that I would improve is pathfinding. I can abuse AI by moving to the other side of an object and he won't walk around it.

Share this post


Link to post
Share on other sites

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By MarcusAseth
      Hi guys, I'm having a problem rendering with DWrite, and I don't understand why, can you help me figure it out?
      As you can see in the image below, if you look carefully you'll notice that the top of R8 is cut (missing 1 row of pixels), the bottom of R11 is cut again, the 4 in R14 is rendered weird compared to the 4 in R4 and so on, if you look closely you'll spot more yourself.
      I can't figure out why 😕
      Under the image I'll also leave the code, in case I'm doing something wrong like with type conversion or stuff. Any help is much appreciated

      #include "GBAEmulator_PCH.h" #include "Disassembler.h" #include "GBAEmulator.h" Disassembler::Disassembler(LONG width, LONG height, HINSTANCE hInstance, GBAEmulator* emuInstance) : D2DWindowBase(width, height, hInstance, emuInstance), m_background(0.156f, 0.087f, 0.16f, 1.f), m_textFormat{ nullptr } { //Init Window std::string className = "Disassembler"; std::string windowName = "Disassembler"; WNDCLASSEX clientClass{}; clientClass.cbSize = sizeof(WNDCLASSEX); clientClass.style = CS_HREDRAW | CS_VREDRAW; clientClass.lpfnWndProc = GBAEmulator::DisassemblerWinProc; clientClass.hInstance = m_hInstance; //clientClass.hIcon =; TODO: Add Icon clientClass.hCursor = LoadCursor(m_hInstance, IDC_ARROW); clientClass.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); clientClass.lpszClassName = className.c_str(); //clientClass.hIconSm =; TODO: Add Icon DWORD windowStyle = WS_VISIBLE | WS_CAPTION | WS_MINIMIZEBOX | WS_TABSTOP | WS_SYSMENU; m_isValid = InitWindow(windowName, clientClass, windowStyle, false); //Init DWrite if (m_isValid) m_isValid = InitDWrite(); std::vector<std::wstring> tempEntries{ L"PC: ", L"R0: ", L"R1: ", L"R2: ", L"R3: ", L"R4: ", L"R5: ", L"R6: ", L"R7: ", L"R8: ", L"R9: ", L"R10: ", L"R11: ", L"R12: ", L"R13: ", L"R14: ", L"R15: ", L"R16: " }; std::wstring value = L"-UNDEFINED-"; FLOAT left{}, top{}, right{ 300.f }, bottom{ 50.f }; for (auto& s : tempEntries) { m_entries.emplace_back(TextEntry{ s, value, D2D1_RECT_F{ left, top, right, bottom} }); top += 30.f; bottom += 30.f; } } bool Disassembler::InitDWrite() { //Set Text Format HRESULT hr; hr = m_DWriteFactory->CreateTextFormat( L"consolas", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 22.f, L"en-US", &m_textFormat ); if (FAILED(hr)) { MessageBox(NULL, "Failed to create TextFormat", "Error", MB_OK); return false; } //Set Colors m_renderTarget->CreateSolidColorBrush( D2D1::ColorF(D2D1::ColorF::SkyBlue), &m_fillBrush1 ); m_renderTarget->CreateSolidColorBrush( D2D1::ColorF(D2D1::ColorF::Crimson), &m_fillBrush2 ); return true; } Disassembler::~Disassembler() { DestroyWindow(m_hwnd); if (m_textFormat) m_textFormat->Release(); if (m_fillBrush1) m_fillBrush1->Release(); if (m_fillBrush2) m_fillBrush2->Release(); } void Disassembler::Updade(float deltaTime) { } void Disassembler::Draw() { m_renderTarget->BeginDraw(); m_renderTarget->Clear(m_background); for (auto& entry : m_entries) { DrawEntryWithShadow(entry); } m_renderTarget->EndDraw(); } void Disassembler::DrawEntryWithShadow(const TextEntry& entry) { //shadow offset D2D1_RECT_F shadowPos = entry.position; shadowPos.top += 1.05f; shadowPos.left -= 0.95f; //draw text DrawEntry(entry.text, shadowPos, m_fillBrush2); DrawEntry(entry.text, entry.position, m_fillBrush1); D2D1_RECT_F valuePos = entry.position; FLOAT valueOffset = 50.f; valuePos.left += valueOffset; valuePos.right += valueOffset; shadowPos.left += valueOffset; shadowPos.right += valueOffset; //draw value DrawEntry(entry.value, shadowPos, m_fillBrush2); DrawEntry(entry.value, valuePos, m_fillBrush1); } void Disassembler::DrawEntry(const std::wstring& text, const D2D1_RECT_F& pos, ID2D1SolidColorBrush* brush) { m_renderTarget->DrawTextA( text.c_str(), static_cast<UINT>(text.size()), m_textFormat, pos, brush, D2D1_DRAW_TEXT_OPTIONS_NONE ); }  
    • By Catalin Danciu
      Hello,
      In the hopes that my thread is not off-topic or offensive in any way, I dare to ask the following "noob" question:
      what would be the correct way to create sprite animations from 2D *.bmp files?
      I have for reference the 2001 game  Desperados:Wanted Dead or Alive.
      with the help of some tools i found , I was able to extract files containing what seems to be animation frames and frame shadow masks for animating a horse.
      Attached are the archived assets.
      My goal is to recreate the demo level of the game using Unity, for educational purposes.
      I have started by loading the background map layer (also a large bmp file), and next step is to load a 2d character object and animate on the perspective.
       
      Horse_Brown.rar
    • By Alberto Muratore
      Hello, my name is Alberto Muratore and I'm a young game developer specialized in programming.

      Last summer I finished working on Abstract Arena, my first completed project published on Steam. During the development, lasted more than 1 year, I created every aspect of the game except for the audio sector. I previoulsy joined small competitions and had collaborations within the amateur scene, since I started having fun with game development when I was a kid. In the recent months I also started writing videogames reviews for a english-italian website about indie games.

      Abstract Arena Steam page: http://store.steampowered.com/app/678230/Abstract_Arena/
      Abstract Arena website: http://www.abstractarena.com/

          

      I'm currently offering my skills as freelancer in the role of programmer: what I'm searching for is a project that only lacks of the coding part. I'm very good at using the GameMaker: Studio engine, and I already own a license to export on Android platform. I can write code for any genre of 2D games, and I already have experience with the peculiarities of the Android platform (multiple touch controls, accelerometer). I will be able to start working full time only during September, so be aware of that.

      The plan is the following:
      1 - you have an idea about your next project (2D game of any kind, for Windows and/or Android platform),
      2 - you (or your team) create all of the graphics and audio resources,
      3 - I write the whole code for the game (gameplay, menus and anything within the game) putting everything togheter [during September],
      4 - if you like my work you can choose how much to pay for it, and you (or your team) keep the rights to sell the game without sharing any percentage with me.

      Thank you for reading my announcement
      If you have any question, please write me at the following address: albertomurat@gmail.com
    • By N Drew
      I am working on a 2D SideScroller game in my own made game engine using SFML and C++.I am searching for 2D artists,especially pixel artist for making and animating characters,backgrounds and other props that can be made in any Drawing Program.The artist will become part of the team of Hammer Studios and he got a part of the Revenue Sharing.If you are interested send me a mail at:ghiurcutaandrei@gmail.com .If you are not an artist but you want to be a part of our Team,Soon we will be recruiting an C++ AI programmers that worked in SFML/OpenGL.
      We work together using Discord.

    • By Ds ds
      Hi, my name is Andres, I'm a programmer with a technician degree and a Diploma in C#, looking for a project in Unity to start my career in game development. I don't do it for a paid but a recognition and start a portfolio, preferably a 2D game. Thanks for read, have a nice day. 
       
    • By Doommy
      If someone could assist me through this I would be really grateful. I'm using SharpDX/C#/WinForms but I think this could more apply to directx in general.
      I'm very new to graphics programming and I'm really just trying to do something as simple as displaying a rectangle to the screen.
      Here is my issue:
      I have the below code:
      ----------------------------------------------------------
       var desc = new SwapChainDescription()
                  {
                      BufferCount         = 1,
                      ModeDescription     = new ModeDescription(1024, 768, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                      IsWindowed          = false,
                      OutputHandle        = form.Handle,
                      SampleDescription   = new SampleDescription(1, 0),
                      SwapEffect          = SwapEffect.Discard,
                      Usage               = Usage.RenderTargetOutput
                  };
      I'm not sure if the window is loading in full screen. Actually to make it go full screen I actually have to set the forms property to: this.WindowState        = FormWindowState.Maximized; but that only seems lke Im using a C# code to maximize the form. For instance if I don't set the form to maximize, the form loads at the original size if IsWindowed is set to false. I recall with directx programing using dx7, when I set full screen you could actually see what looked like a display resolution change. I'm not seeing that. It pretty much looks like the form is loaded at the same size as the screen and not the value I provide in modeDescription. This is not what I want as well because I want to set the display to 1024x768 to avoid stretching of my graphics in wide screens.
      Can someone help me make sense of this please.
    • By bartekm777
      Hello
      About me
      Lvl 28   Programmer (day job: non-gamedev-programmer, making games as a hobby for about 2 years) Some vector art experience - tried to make some assets on my own using vector software and scripts   Some design experience (designing my own games ) About game
      Turn-based fantasy rpg inspired by games like Heroes 3 (also WoG mod), NEO Scavenger, Battle Brothers I would like to create easy to use editor for creating custom scenarios (similar to the one from Heroes 3) World and story are clean slate, I did some drafts but I'm not good at it so it's possibly subject to change I decided to create graphics using vector software + scripts to make it faster (rpg's tend to have lots of assets), also it's more precise and easier to create tileable graphics (for example: rivers, paths) No sound/music work has been done yet Who do I look for?
      Definitely someone with 2d art skills  I would like to focus more on programming 2D animator (skletal animations are preferred) Additional programmer could make development faster Someone for creating sounds/music/both It's a hobby project, I work on it in my free time. In case the project make it to the finish line and get shipped  - I can offer rev-share  
      Below should be few screens of what I already did (about 2 months of work) - some graphics, editor prototype screenshot and game prototype screenshot




    • By Yotingo
      With the games your making, what do you fear most?
      Is it not making any money, never finishing, releasing something broken?
      Personally, I am most afraid of releasing something that no one cares about. I would rather make something that everyone hates with a passion, because at least there is passion. If a player feels absolutely nothing or doesn't even care to look, I feel like I failed.
      What does everyone here think?
    • By this. games
      [Free]
      Looking For: 2d Artist and Animator.
      Requirements: Experience in 2d art and ability to commit to 1-2 years of work.
      Payment: Rev-Share (Think Free as the product may not end up being sold)
      Description: An 3/4 view 2d game with a Sci-fi style. The game is based on a man who was put into stasis for punishment for his crimes. He has woken up 100 years later and must now regain his position at the top of the criminal underworld by killing his opponents. There will be a "Hub World" city and then PCG gang hideouts where you fight enemies. The assets required will be tile sets for the different hideouts, assets for the city ie buildings streets etc. and characters both the player and a number of enemies.
       
      Send resume and portfolio to thisdotgames@gmail.com if you are interested.
    • By Liquifire
      So I'm making this basic 2D engine using Haxe Kha, and i just need to integrate some physics. Just basic collision detection and gravity on basic shapes, nothing too detailed. But i want to try not to write it myself, so i just want suggestions on what open source phyisics engines i could use, and that wont be impossible to integrate. Thanks in advance.
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631365
    • Total Posts
      2999583
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!