Another little update


As said in the last devlog, i spent the last week or so fixing multiplayer bugs and trying to optimize the game. I didn't have much success with optimization, but i was able to run the game on my HD 3000 integrated graphics laptop, on the lowest settings, so i guess the game isn't as unoptimized as i thought. On the other hand, multiplayer seems to be working much better than i was expecting. Was testing with 2 friends yesterday and we played for quite sometime without any bugs or errors, just one of my friends got disconnected once.

When i got lazy about fixing bugs i spent a couple of days adding 5 new intermediary guns to the game. I felt like the game had only bad guns and good guns, and nothing in the middle. On the next updates i will assign a tier to each gun, so i added a couple of Tier 2 guns.

Don't interrupt a man's Netflix

>>> FULL CHANGE LOG:

CHANGES
- Added some new guns: Type26 revolver, C96 Broomhandle, Double barrel shotgun, Beretta 38 SMG, and STG 44 Rifle
- Removed the Nodachi from the game (for now)
- Added an FPS counter to the top left of the screen (if you click F3)
- Also added a bandwidth and ping counter to go along with it

- Optimized some of the code
- Tweaked view distances to squeeze in a couple more frames
- Limited amount of dead zombies and Visual FX spawned

BUG FIXES
- Fixed the P320 being full auto
- Fixed problems with duplicated material and unoptimized meshes
- Fixed bug with synchronizing map data and loot data
- Increased packet queue sizes to avoid losing packets (temporary fix)

Files

Zumbi Blocks 2 (0-5-10) 64bit.zip 38 MB
Oct 21, 2020
Zumbi Blocks 2 (0-5-10) 32bit.zip 34 MB
Oct 21, 2020

Get Zumbi Blocks 2

Comments

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Wait, why not make every zombie wear different attires, to make the game more situational than usual?

great now can play multiplayer without bugs

and more fps

I still think that there's a strange arsenal in the game, but that's honestly not an issue. However, I think that weapons need to be rebalanced, as most of them feel like they perform the same. I didn't notice there being objectively good or bad weapons, except for the shotgun.

All of the other weapons seemed mediocre, with reload speed not being an issue since you can jump and sprint while reloading. Everything has a similar TTK, so I ended up just using the weapons with the most common ammo; pistols/smgs, and shotguns.

I still stand by all of the earlier critique I gave. I hope that they'll get addressed.

You're right. Weapon balance will need to be reworked in the future when there's more content in the game. I definitely want you to feel the progression from worst guns to better guns, but i cant make it so it's too easy when you have the good guns.
Game is still too easy on hard difficulties, i'm gonna have to add some crazy abilities to the zombies to make it harder.

Also, it will all depend on the  difficulty balance of the boss fights, the grinding to unlock new weapons and the variable difficulty system that will be coming on 0.6. It's still too early to judge the balance of the weapons, because the gameplay loop is still nothing like it's supposed to be in it's final version.

Thanks for your reply, man. I'd really love to chat with you sometime, but for now, I'll just leave you with some suggestions.

Are you considering of creating a simple, temporary loop that would make the game fun for long enough for you to implement the full one?

I think that mechanic where zombies that carry keys to areas, like a police station, where you could find good gear, I think that it would be a great way to give the players an objective.

A way that you could balance weapons is by putting players in a situation where one would be desirable over another. I played for a few hours, and I didn't find a zombie in a building a single time. If zombies did spawn in buildings, I can see SMGs and pistols being much more useful than rifles.

One mechanic from the first game that I think you need to add (in case you DO decide to let them spawn in houses) is the inability to fire if zombies are too close. This would make longer weapons (like the vss, famas, m1, etc) very hard to use, making ple player opt for smaller guns.

Another way to make long guns more preferable would be to use projectiles instead of raycasts for bullets. Adding a rigidbody simulates bullet drop, which would make weapons with longer barrels and more powerful cartridges very ideal for sniping.

Seriously, hit me up at some point. I have ~5 years with unity, and I could probably give you some technical tips.

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https://discord.gg/eCWaHR9 Join this dicord server if you wanna discuss this things better with me. In short:

- Yea i'll add zombies to the insides.
- Yea i'll make it so you cant shoot from close up, but i'm not sure the length of the gun will make much difference.
- I dont plan on adding a temporary game loop. I'll just stick to the plan.
- I already use projectiles. They have a little bullet drop, but not enough for you to notice. Cause just like in ZB1 nobody is trying to snipe zombies from 200 meters away. So it's better to just make recoil and inaccuracy the reason why SMGs are worse from far away.

Correction: i removed gravity from the bullets, but for the same reason i already explain.

And regarding the car I saw in a picture, will it also be in the game soon

The car wont be added so soon. I wanna add 5 bosses, and the car will be used to kill the 4th one. I didnt even add the first boss yet XD

XD

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Nice, new guns! The game is more lively...I like your developments, keep it up!