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grimjester

4
Posts
1
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A member registered Jul 03, 2020

Recent community posts

Instructions: Check.

Sprint: Check.

Mouse look: Better, but there's a new error. After playing for ten minutes, the range of rotation was limited to less than 90 degrees.

Zombie AI: As a quick fix to prevent zombie clumping, I would set them to navigate toward the player only within a range of 30% of the play area's diameter. If the player is not in range for a zombie, that zombie heads to the center of an assigned quadrant where it randomly roams within that quadrant. This would make the zombies harder to kite.

The WASD instructions in game aren't correct.

Dash didn't seem to work.

The mouse look was painfully slow. This is why I don't want to finish the game. I would've been fine with a slow walk speed, but the slow turning rate felt like wearing a straight jacket.

The zombies clustered in my game. I think this is because they're always heading toward the player. LOS code, or even some random movement would fix this.

Darkness was well used in this game. It's difficult to pull off because of eye strain, but it really does generate fear.

The concept was fun. The use of assets was nicely done.

The mouse look doesn't work because the cursor moves out of frame.

I can't seem to find this information. Are all derklings created equal? There are visual differences, but are there differing traits such as HP, detection distance, turn radius, attack frequency, and such? 

I love the game! I've been interested in AI learning in games since Galapagos and Creatures. I even created a game which faked a neural network called Darwin's Curse.

Thank you for your effort!