Generic Zombie Shooter - Redux v1.1.3


This release focused mostly on "juice" and improving the health and damage system. By "juice", I mean little visual improvements that make the game more satisfying to play. Here is a list of changes made in v1.1.3.

  • D20-Based Damage - The entire damage and health system has been rewritten so that instead of flat values, the game randomly generates damage and health values in a range that is similar to a D20-based game system, such as Dungeons & Dragons. This is so that you don't just see the same numbers over and over again due to the new floating damage text feature.
  • Floating Damage Text - Whenever you do damage to an enemy now, a small floating number will shoot out of the enemy to show you how much damage the projectile / explosion / whatever did.
  • Screen Shake - Certain weapons will now cause a screen shake effect to simulate "recoil" and add a little bit of feedback to using your weapons. Things that cause screen shake are: projectile weapons, explosions, and the player taking damage. The amount of shakiness depends on the weapon being used.
  • Blood Splatter - Hitting enemies with projectile weapons will now cause bursts of blood to shoot out of the enemy.
  • Critical Hits - The player now has a 5% chance to cause a critical hit with damage. Critical hits will do twice the damage and the text that shoots out of the enemy will be red.
  • Flamethrower - The Flamethrower needed a drastic change due to the new damage system, so rather than doing a small amount of direct damage with each particle, the Flamethrower's particles now do no damage at all and instead rely on the burning status effect to do the damage.
    • Burning Status - The burning status effect has been changed so that it deals damage in a certain range every second instead of every update.
  • New Powerups - Some new powerups have been added.
    • Armor - You can now purchase armor from the shop. There is Leather and Reinforced Leather armor, which give 50 and 100 armor respectively. Damage will be dealt to your armor before your health, except for poison damage, which ignores armor. This does not drop from enemies and must be bought.
    • Critical Chance Powerup - This powerup will increase your critical hit chance by 25% for a short time.
    • Experience Multiplier Powerup - This powerup will double your experience gain for a short time.
  • Config File - There is now a config file that can be found in settings/.config that stores the player's settings so they do not get reset every time you run the game.
    • There are some default settings in the settings file included with the binary. Feel free to clear it out if you want to reset everything. By default, fullscreen is set to true. If this file is not present, all settings will be set to their default values.
    • You can now toggle fullscreen mode in Settings -> Game.
  • Animated Particles - The particle system now supports animated particles via sprite sheets, instead of just static images. The Flamethrower's particles and the burning status' particles have been given a basic animation to test this.
  • HUD Update - The HUD will now fade slightly if the player is behind certain elements of it (the health/experience bars, etc).
    • The HUD also now has two icons in the lower right hand corner -- a face and a stack of cash. These are the icons for the training screen and shop respectively. There is text next to these icons telling you what key you must press to open these screens.
    • When taking damage, the HUD will now briefly show a red vignette indicating that you are under attack.
  • Flashlight - The flashlight can now be toggled by pressing F. This has no use right now, but a certain enemy may require you to make tactical use of this in the future.
  • Sound Effects - The sound effects for the Beretta, AK-47, and Mossberg have been updated to sound more realistic, and the Flamethrower has finally been given a sound effect. There is also now a thunderclap sound effect when the player levels up.
  • Bug Fixes - So many bug fixes that they will not be listed here. See commit history for more details.
  • Known Issues - There is a known bug where you will kill off the last enemy of the wave you are on and it will not transition to the break period, despite no enemies being on screen. It has only been observed twice, but I have not been able to pinpoint the cause. If this occurs, open the console by pressing ~ and type "/ec", and press enter. Then, report the output of this command to me either through a Github issue or by email.

Please enjoy the game!

Files

GZSR_1.1.3.zip 62 MB
Jul 17, 2018

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