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If it is - what happens? The circle just keep on spinning till the error pops up or anything else happens? Could you please send me output_log.txt (installation folder -> I, Zombie_Data -> output_log.txt) to mariusz[at]awesomegamesstudio.com ?
Also, I can't seem to even edit the level that I had created. Once I go into the Your Levels screen, I see Play and Edit at the bottom at first, but if I click my level, they switch to Download at the bottom and never come back. (Maybe I need to download before being able to edit?)
Anyway, sent my output_log.txt, thanks for checking!
- When cycling through the levels you want to play, sometimes it shows duplicates of the same level. This tends to occur when the filter is updating at the same time you cycle through the levels.
- There is a "Subscribe" filter, but you can't subscribe to anyone through the game itself.
- When you change the filter, it doesn't start at the beginning of the list for the new filter; it stays where it was from the previous filter. For example, if I'm on names 24 thru 31 of the Name filter, and change the filter to Votes, then it will show 24 thru 31 of the Votes filter instead of 0 thru 7, which is a little confusing.
- If you click "Save" in the level editor, you can't Esc or cancel. You have to click another option to cancel saving.
- If you left-click on empty space in the level editor (such as the ground), the grid lines disappear. I recommend a checkbox for Show/Hide grid lines, so you can make sure roads and other objects line up the way they should.
- Sometimes soldiers shoot objects instead of you when you're standing still. http://i.imgur.com/8UlLp7W.png
- Soldiers will not shoot at you if they are standing or walking next to the boxes. There has to be a small gap between the soldiers and the boxes. If they are touching the boxes, they will not shoot.
- If you frighten a civilian from where he was standing, he will return to where he was standing even if you're there, so he will run into you and get eaten.
- If a civilian runs into a stationary zombie that has never moved, the zombie will not eat him.
Some suggestions (I think some of these might already be in the works, but just in case):
- The option for the level designer to choose the number of stars the player earns for saving zombies (or time) like in the campaign stages. It would add a challenge to see the minimum number of zombies (or time) you have to save to earn 3 stars. The leaderboards could also show who got the most stars for the level.
- The option for the level designer to choose a difficulty for the level (Easy, Medium, Hard), that can also be filtered in the community levels.
- Optional text box for unique rules. In the level editor, you can add some text at the bottom of the screen to create rules for completing the level, like this: http://i.imgur.com/y818FYj.jpg This way the designer can make levels where you're challenged to complete them in a certain way. But again, it's optional.
- "Test level". Yes I know the level is automatically submitted to the workshop once it's saved, but if you're still thinking about setting up a "test level" feature so the designer can make sure it works properly before submitting to the workshop, that would be greaaaaaat.
- The option to save a new level by editing an existing level. Currently when you edit a level and save, it overwrites the existing level, even if you name it something different. Sometimes you might want to make a different level by making only slight changes to an existing level, without having to do everything from scratch.
- The option to remove a level you created from within the editor and not just from the workshop.
- When you click Quit in the level editor, it should ask "Are you sure you want to quit?" Just in case you didn't save the level.
- In the level editor, I suggest the Esc button functions the way right-click does now; it cancels the UI so you can see the layout of the level. And clicking Esc again would ask if you wish to Save or Quit.
- In the community levels, you can filter by levels you downloaded. You can also remove a level you downloaded.
- A search box in community levels. So when someone wants to share a level, all we have to do is search the name of their level, rather than cycle through all the other levels.
- The option to "favorite" a level. And then filter by favorites.
As to some of them:
- stars, difficulties and unique rules might be a good idea but it's gonna take too much time and resources, so that's sticked as an idea for later on.
- removing levels isn't available from within the game, safety reasons, that's a Steam limitation, you can just change visibilit to private, nothing more.
All of the others are just a good suggestions and as said before, I'll work on them. :) Have a great day sir!
- The gun turret will fire at you even if you're hiding in a snowman. I was already hidden in the snowman, but when I moved in its range it started shooting.
- If you're walking with a group of zombies using "Follow Me", they will not damage any humans even if they touch them.
- If there are humans in multiple directions, and several alleyways with twists and turns to reach them, when you use "Attack", sometimes zombies get confused as to who to attack, and tend to run around in circles.
- When I died on a level I was testing, I clicked "Edit" and when the editor showed up, the green mouse cursor disappeared. This happened a few times.
- When you have the level editor UI in the foreground, you can still grab and move objects on the ground through the UI screen.
- If you set a level to "Private", edit and save again, it will set it to "Public"
- I was trying to make a maze level with the boxes, but after about 120 boxes or so I got an error saying "Too many objects of selected type", and I was only half-way through designing the level. I couldn't use different boxes either.
- It appears that the flags represent the exact location humans will walk, and not necessarily where the feet are located. http://i.imgur.com/kdSQPYx.png In this pic, the soldier's feet have to be placed just below the path so the flag aligns with the pathway. If you put soldier's feet right on the path, then he will appear to walk just above the pathway.
- When you set the pathways of the soldiers at right angles, sometimes they walk in a curve rather than a straight line. I noticed this on both my levels and other community levels. The soldier on your "Such an easy game" is walking correctly at right angles, so maybe we're doing something wrong?
Suggestions:
- An Undo button in the level editor. Removes the last object or movement. Can recall the last several actions.
- In the level editor, you can highlight several different objects at once, and move them all at the same time instead of one at a time. This is for those times when you realize you need space to add a new object or design layout, and need to shift some of the objects to make room. Or for those times when objects are too close together and you want to space them out a little.
- A green bush that functions like the snowman, so we can create levels with green environments and the snowman won't look out of place.
- If the Guard soldiers were added to the level editor (the ones that can't be killed), it would make for some interesting puzzles where it's more about stealth and avoidance and you have to capture maybe one civilian at the end.
Also, it's obvious that the more humans you're able to capture, the easier it is to capture other humans because you have more zombies. A problem I see is some of the community levels don't account for this so as you move through the level eating humans it actually gets easier instead of being a consistent challenge. Of course, as a level designer one way to balance that is to create turrets to kill off the growing number of zombies.
This might be beyond the scope of the game, but for the level editor I think it would be interesting to have some humans (both soldiers and civilians) that die when you drain their health to 0. The story would be they were injected with a special vaccine that prevents them from turning into zombies, so they can only die from being bitten.
This way, levels could be made where you complete the level by yourself, or with just a few other zombies, rather than a horde. It would also help novice designers who aren't yet skilled to keep the number of zombies low enough for a good challenge.
Sadly I can't precisely say when the patch will go live. I'll try to update some of the smaller things in near future but to complete everything will need some time.
About the paths - ye, well, those lines are just look-a-likes. Soldiers or civilians find their own path - all they know is to get to the next point. If that means going around a building they just go around. If they're standing precisely on current waypoint the go to the next one. Etc.
Have a good day and thank you once again!
- Sometimes zombies will get stuck on boxes and move back and forth in place. In this pic I sent them to Attack from where I'm standing http://i.imgur.com/4gaUmZ5.png, but sometimes it happens when they Follow you, and sometimes they get stuck on the upper wall if you're hugging the wall as you walk.
- It appears zombies will attack humans closest to them based on radius, not walking distance. This is a simple example: http://i.imgur.com/C6GQdJx.jpg, but I have a detailed level I'm working on that's currently affected by this.
The zombies will also change their targets during attack if there are moving targets. For example, if the zombie chases a civilian and the civilian runs away, and a soldier is nearby on the other side of the wall, the zombie will turn around and go all the way around the wall to chase the soldier.
This creates a bit of a limitation when you need them to move forward to attack, and they turn around and go backwards. It also affects level design which forces the designer to space humans apart so the zombies will attack humans that the player expects.
By the way, I really enjoy the game and want the level editor to function properly, so I hope you don't mind the bug reports. Not sure if you're getting annoyed with all the findings! :)