Talak said:
I have barriers around the entire maze, the zombies
shouldn't be able to bypass the grid, but obviously they are. I'll fix it.
Edit: Does it only happen if you start a new game from the menu? If so, I've found and fixed the problem (the border wasn't being set up as an obstacle after the game was reset).
I'll think about the artillery, right now the game is unbalanced. I may give the zombies a higher starting health and lower % increase per wave.
Edit: One problem with more than one artillery piece is that with unlimited range, they'll all fire at once. The zombies are increasing too much in health; the artillery is designed to do big damage to zombies, but of course when they're getting up into the 10's of thousands of hitpoints, one artillery piece is pretty much useless.
By the way, I had health set to 1 for testing purposes, it's supposed to be 20. Also, starting supply points should be 100, not 1000. I'll be releasing a 0.81 version soon. Anyway, that's why it's not a version 1.0 yet
Probably (to the border question).
Also, that is why I mentioned there needed to be a separate firing method for the artillery. Just run a quick check to see if multiple artillery pieces are ready to fire, and if so, only fire one, then fire the next one, repeat. The achievements are pretty nice, but the supply ones could be tweaked a bit. .08 supply per second? That's 10 seconds for *1* supply. .16 isn't much better. I think it should start at .5, then go to 1.
Also, I had an idea. Code in a dynamic barricade system. You would need 6 models; Barricade end cap, barricade single, barricade wall, barricade corner, barricade 3-way, and barricade 4-way. Using simple rotations of the models, and some code to check how you've placed the barricades, it would create a dynamic fort. IE: Instead of three identical barricade blocks in a row, it would place two end caps (one on each end), then a barricade wall between, and make a smooth barricade.
EDIT: Let me elaborate, this would not change the "barricade" feature at all. This simply would change how it renders the barricade you make. Currently, the barricade is drawn as a row of identical "cube" sections. What this idea would do is look at your barricade cubes and swap around some models to make it look smooth.
EDIT EDIT:
I've noticed a bug. Occasionally I encounter (usually around some crazy high wave amount, using my patented "lolhax gauntlet of doom") a zombie that can only be described as a hacking son of a *****. I've noticed that bullets actually travel, the weapons are not hitscan. There is one problem with this: A fast zombie, with high enough speed, is impossible to hit. No, not hard to kill, I mean you can have a literal line of heavy machine gunners, tear gas troops, molotovs, semi auto snipers, and yet it will just blaze through the maze unscathed. The only thing I can conclude is that the zombie is moving too fast for any collision detection to occur. I would keep the "physical" bullets, but change the hit detection to hitscan (when the soldier fires at a zombie, it hits, instantly, the bullet simply is an effect; ala Half Life 2). Another bug here is that if you have a line of snipers, a zombie spawns, and all fire at once, but the first one kills the zombie instantly, the other bullets will simply stop in midair (cue Neo + matrix effects) and stay there.