Zombie Night Terror

Zombie Night Terror

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DaPostmaster Dec 2, 2024 @ 5:37pm
Extremely minor bugs (among others)
Now, I know that the devs are probably tired of hearing people begging for updates, but hear me out on this one.
There are a few relatively minor bugs that I've noticed over the course of my many years of playing this game. Here they all are, wrapped up in a neat little bow:

-Human Scientist One (The white guy with a clipboard) has a buggy turning animation that jitters slightly before snapping back into place. It isn't particularly annoying under most circumstances, but if you are trying to have a human scientist turn smoothly for a cutscene (or any other patrol-based activities), it becomes a bit irritating.

-Human Scientist Three (The black guy with glasses) has a buggy 'calming down' animation. While the other human scientists let out a sigh of relief and resume their idle animation (or whatever patrols they were on before being interrupted), the black scientist will let out a sigh of relief in a loop for all eternity. It isn't annoying, perse, but it can be a bit odd watching every other human calm down while the black scientist has an asthma attack in the corner.

-The Drones don't have talking animations. Now, I understand the Drones play an overall minor role in gameplay, only appearing in a few levels in Chapter 3, but I'm just saying that it'd be nice if they had a talking animation so I could have them play actual character roles in editor mode cutscenes. Additionally, they have no voice, which I feel could be easily fixed by just using AL's voice.

-There are three variations of the Human Female Scientist that look and act literally the exact same. There's the Doctor Female, Scientist Female One, and Scientist Female Two. There is literally no difference between these three. They even all have the Granny-pushing animation, an animation that is only used in NOTL1, and nowhere else! Seriously, what's the point?

-The Human Survivor Shotgunner is easily caught off-guard. Unlike both of the other shotgunner humans, the Survivor Shotgunner panics when a zombie gets too close, basically allowing himself to get bitten. While this makes him much less of a headache to deal with than the other shotgunners, it does make you wonder why this is a problem specifically for him, a supposedly "hardened survivor" of the zombie apocalypse.

-Almost every human's 'alert_start' animation repeats itself. This is an editor-exclusive issue, however, it is unbearably annoying. When you edit a human's patrol and make them perform the 'alert_start' animation, it often bugs out, causing the human to perform the animation twice. This doubles-up with the human's 'gasp' voiceline playing twice as well. Shortening the animation itself doesn't work, as the human just repeats the animation, but shorter. This is probably the most aggravating bug on the list, for me personally.

Now, I understand this may come off as a bit complainey. I get that. These are just issues I've noticed in my years of playing this wonderful game that have perplexed me on occasion. I also recognize that many of these are editor-specific issues. I get that as well. I am an avid fan of the editor, so a small few of these cause a great deal of emotional damage to my creative little heart.
(And if there are any bugs that I missed that annoy you in particular, tell me in the comments)
Last edited by DaPostmaster; Dec 26, 2024 @ 3:29pm
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Mr. Troll Dec 2, 2024 @ 7:04pm 
Yeah it'd be great to have the editor have a little tune up!

Was tryin to make a nice lil cutscene with the scientist once and the turning glitch kinda made me scrap it. I now regret scrapping it but que sera sera I guess.


heres my bucket list of bugs and shameless demands

1. fix the static crawler.

I don't need no fancy waking animations I just want it to function.

2. Enhanced editing capabilities

Lemme edit the stats of humans, health, weapon stats, and all the good stuff. I've had my attempts at it and I fail at every turn and I don't wanna reverse engineer no more. ;-;
skill issue ngl

3. Fix the clickable object trigger.

I'm 99% sure you can trigger clickable objects in editor mode and that's not a good thing.

I can set it up so if you enter your mouse in the trigger it disables itself. It's amazing for one-off mini cut scenes or more complex stuff I like to do that shouldn't be repeated. But if you go over it in editor mode it turns itself inactive. Needless to say your work don't work no more. This bug must perish.

4. An undo button
plz i beg i dont wanna right click and "whoops there goes the sky" or "oh god I made a mistake. good thing I sav- OH GOD I SAVED THE MISTAKE! FUUUUUU-"

5. Make it so you can enable/disable prevent click triggers.

Imagine you have a human spawn room next to the exit, You have contamination syringes. infect the guys from the spawner, boom! you exited the level and won without a challenge. You can have a prevent click there, But you also lose the players control over the zombies in a human filled choke point, It's not an easy decision to make or a fun one.

6. Let human spawners have patrols, or a general path to take.

It'd be nice to have humans from spawners sweep the areas you intend for them to go instead of them just accumulating on the same floor or room.

7. Make it so you can enable/disable One way walls

Would make my life easier.


What I can sacrifice to the developers to get these things
I am willing to offer my desk salt lamp and a half drank water bottle should the devs need it.
Last edited by Mr. Troll; Dec 2, 2024 @ 7:29pm
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