ratking 2011-05-02 03:03
I really like the idea, even though it lacks a little bit feedback (e.g., didn't know if I hit a zombie or not).
Foon → Ludum Dare Explorer → LD20 → Multiplayer Zombie Garden Adventure
By goffmog
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Innovation | 107 | 3.19 | 21 | |
| Fun | 215 | 2.29 | 21 | |
| Theme | 195 | 2.40 | 20 | |
| Graphics | 261 | 2.00 | 22 | |
| Audio | 218 | 1.64 | 11 | |
| Humor | 180 | 2.19 | 16 | |
| Overall | 213 | 2.48 | 21 | |
| Community | 129 | 2.75 | 16 | |
| Coolness | 243 |
I really like the idea, even though it lacks a little bit feedback (e.g., didn't know if I hit a zombie or not).
Really cool idea. Like ratking said, could use some feedback, and perhaps a visual bullet that gets shot. Would be great if you expanded it with more weapons/items/etc.
Nice work!
really neat that you made a multiplayer game!
Multiplayer was a nice tough, although there wasn't anyone else playing when I tried it out. The shooting was hard to see, and it seemed like the zombies were pretty hard to kill (I guess that was the point of backup though). Didn't work in firefox 3, ok in chrome.
Can't fairly vote, pressing play doesn't seem to do anything (there is an alert in the code, but that didn't seem to fire). Used IE9 on Windows 7.
Well, kudos for making a multiplayer HTML5!
Grats on clearing the LD48
It seems you spent your time on the networking and not on the actual game.
Could be fun with enough players. The map seemed too large, but not-unexpectedly, I was alone. I found that as I moved within the maze, I slowly left the center of the screen, which made me feel claustrophobic (not in a good way) if I was going in the direction where the sightlines were limited. Could use weapon/bullet animation.
Pressing play did nothing for me either (Firefox).
Thanks everyone who tried this out so far! I haven't been replying and haven't made a post mortem post either only because I've had some more serious things to deal with IRL since almost the instant that I finished the compo.
A few things I will quickly reply to now:
The original intent was for game to be a bit like multiplayer Gauntlet, I simply ran out of time to have Gauntlet style projectile weapons.
Shooting was the very last thing I coded. There are 3 issues with the zombie shooting mechanic. Firstly the zombies bunch up to the extent that what looks like 1 zombie is often a stack of zombies. Secondly, the real position of the zombie on the server is not the position to use to determine if it's been shot (the client is trusted because it was quicker to code it that way) and thirdly the check to see if a zombie has been shot depends on what tile both the player and zombie are in. Which is a problem since this is determined by the sprite hotspots and not by bounding rectangles.
I spent about 40% of the time writing the networking code and about 40% writing the essential drawing, animation, pathfinding and collision code. less than 20% was spent on proper game coding and graphics... Loking forward to the next Ludum by which time I will have proper base code, as this is the tech I think I want to use.
Finally, I think the firefox issue is related to firebug. I developed the game in firefox and there is an awful lot of stuff output to the firebug console. I'm not sure what happens when firebug isn't installed/enabled but chrome clearly ignores it.
Thanks again guys.
Couldn't play it, server is down :(
I will try it later.
Server down for me too...
Sorry about the server, it died due to lack of socket exception handling in the code that sends chat messages to all players, for whatever reason it tried to send a message to a player who wasn't connected anymore and crashed :(
Server down again :(
"Unfortunately, so do ZOMBIES" <- great
Also, servers. Neat.