Open FROGGS opened 13 years ago
OK I like the buttons for this so far. Can you explain the numbers are? Also we need a row to assign classes of zombies. Like you click on Exploding Button and Click on Zombie. He will turn into an exploding type. Either you can make it on the bottom or make a GUI arrow [>] that when you click. I would prefer if you had the character assign buttons at the top.
Like this:
These two buttons at lower left are the zombie classes. You click on such a button (first one is normal zombie), then choose a zombie by clicking on it. The number tells you how many zombies you can change that way.
The second button should be the "converting zombie" who can transform humans. But I guess there should be a better image.
I thought its better if the zombie class buttons are at the bottom because the zombies are walking at the "bottom"... no?
Yeah you are right. This is fine sorry I got confused. We need blowing up and digging/beserker.
Ya, cool! What do you think about that: Normal zombies hate sunlight and die if they are to much in lighter reagons. This way we can make a zombie class that can stand the sunlight longer...
Maybe i can make a pic to show what i mean.
kthakore reply@reply.github.com hat geschrieben:
Yeah you are right. This is fine sorry I got confused. We need blowing up and digging/beserker.
Reply to this email directly or view it on GitHub: https://github.com/kthakore/Zombie-Trap/issues/11#issuecomment-1815372
Sounds like an awesome idea to add to a level.
Okay, so we have:
As long as a zombie "lives" it can be converted to another class, again and again... We need the goal (something like a door, or a vault). Or they should spawn from a vault... whatever fits better to the theme.
What do you think?
I like this!. On Tue, 2011-08-16 at 12:35 -0700, FROGGS wrote:
Okay, so we have:
- normal zombie
- converter guy who can transform human to zombies: how many?
Converter can keep converting indefinitely. Until he is killed.
- an exploding zombie: when does it explode? instead of flipping direction? on comand?
Timing I think.
- a digging zombie: pphammer style! (but maybe with its hands), one type for digging through walls, one for digging through floor
pphamer?
- a climber
yup!
- a stopper: like a solid wall for other zombies (exploding ones will explode for example) yup!
- a zombie who can stand sunlight better
absolutely. He should spark in sunlight and can stand it for only a longer amount of time. Then he dies.
As long as a zombie "lives" it can be converted to another class, again and again... We need the goal (something like a door, or a vault).
The town!
Or they should spawn from a vault... whatever fits better to the theme.
From Dr. Frank's Mobile Laboratory! I drives in ever starting of the level, various places. The town can be located other places too.
What do you think?
Should we make the user bring zombies back to lab to save them for next round?
Kartik Thakore thakore.kartik@gmail.com
pphamer?
http://en.wikipedia.org/wiki/P._P._Hammer_and_his_Pneumatic_Weapon
Should we make the user bring zombies back to lab to save them for next round?
Hmmm, I guess that would be too hard. The amount of zombies per level shouldnt alter (unless we make a unicorn/normal/hardcore -difficulty-mode).
ok, maybe we do varying hardness later
Kartik Thakore
On 2011-08-17, at 2:40 AM, FROGGSreply@reply.github.com wrote:
pphamer? http://en.wikipedia.org/wiki/P._P._Hammer_and_his_Pneumatic_Weapon
Should we make the user bring zombies back to lab to save them for next round? Hmmm, I guess that would be too hard. The amount of zombies per level shouldnt alter (unless we make a unicorn/normal/hardcore -difficulty-mode).
Reply to this email directly or view it on GitHub: https://github.com/kthakore/Zombie-Trap/issues/11#issuecomment-1823822