Zombie Grinder is the debut game of TwinDrills, an indie game development duo made up of Tim 'Infini' Leonard and Jordan 'Jordizzle' Chewning. It's a multi-platform (windows, mac, Linux!) (also Free!) cooperative multiplayer arcade game, reminiscent in style and gameplay of retro games like 'Zombies Ate My Neighbors' and 'Super Smash TV!', but with the added benefit of some newer game mechanics - achievements, ranking, player-customization, rpg style stats and so forth. The game sports a variety of different game modes, from co-operative 'campaign' style levels, to wave maps and even the classic 'pvp' style game modes - deathmatch, capture the 'bag' and so forth. All of these mods are bristling with a variety of weapons and items, all lovingly displayed in Jordan's classic quirky pixel-art style.

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General Suggestions Thread (Games : Zombie Grinder : Forum : Suggestions : General Suggestions Thread) Locked
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Apr 27 2012, 9:30pm Anchor

you should change the placable turrets so they have health instead of ammo and zombies target them like humans, it would add more strategy to the game
and if you buy or equip ammo types it would change the bullets the turret shot (instead of just not allowing you to place them like it does at the moment)

Edited by: Fishfreeek

May 10 2012, 12:43am Anchor

I'm working on a map right now (started working on it a couple days ago) and had a few questions

A few questions:
Is there a way to set the rate of numbers of zombies spawned during a set amount of time?
I noticed that while holding out waiting for the bomb to explode (c1_s1), there wasn't much of a challenge (the number of zombies spawning stayed at the same rate).

Is there a way to set a map to where after x number of waves, you could get a key to go to the next area?
 After c1_s1 the map could easily transition to wave_dontpressthebutton since it is a map based around a mall. If there is a way to get a key after X rounds, you could just do a holdout for a bit in there

How do you do the plot (spoken words) and signs (reading them and such)

What is "Survivor" in the NPC folder?
Is it a friendly NPC and how does it spawn/ its spawn rate

Infinitus
Infinitus Developer
May 10 2012, 1:24pm Anchor

Is there a way to set the rate of numbers of zombies spawned during a set amount of time?
Call SetDifficultyCurve(value); from a map script. 0.5 = Easier, 1.0 = Normal, 2.0 = Harder, etc
You can also create a new game mode script and change the spawning code (look in Bin\Config\Game Modes).
Or finally you can tweak the values for the spawn points (if your using them).

Is there a way to set a map to where after x number of waves, you could get a key to go to the next area?
Again, map scripts :). You can script whatever you want in them.

How do you do the plot (spoken words) and signs (reading them and such) 
Map scripts for plot/cutscene stuff. For signs you can just place a trigger object and change the object properties (specifically change cause to input, effect to show message and the message text to whatever you want it to say).

Is it a friendly NPC and how does it spawn/ its spawn rate 
Was originally a "fetch the npc" style object. You can place them inside the editor (can't remember where they are in the object list, have a look around). When the player goes up to them they get a prompt to ask them to follow, you then have to guide them back to a safe area (in editor called survivor safe area object) to gain points. They have health and get attacked by zombies so you need to keep them alive.

This again is one of those "not-sure-if-want" features that may disappear at some point if not used.

 

--

May 10 2012, 6:21pm Anchor

:D Sounds like fun but......... I havent learned how to script yet :cry:

sooooo what scripting language is used for the game and could you make a beginner's tutorial maybe? :D

And thanks for the answers to my questions above :thumbup: :D      <-Edit: Y U NO WORK EMOTICON?

Edited by: Fulkinator

Infinitus
Infinitus Developer
May 10 2012, 6:43pm Anchor
Quote:sooooo what scripting language is used for the game and could you make a beginner's tutorial maybe?

Custom language I wrote myself, if you have any experience in C its basically a really simple sub-set of the language.

I'll write some tutorials soon :). Both me and jordan are pretty busy at the moment with other parts of our lives (hence the lack of updates in the last month or so).

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May 10 2012, 9:35pm Anchor

Maybe you could include another melee weapon in the next update? Maybe a Katana? :D Oh, and if you added a ninja mask that would be EPIC
1. The Katana: 10% less damage than the baseball bat but can swing in rapid succession, and have a wider arc of swing (roughly 150-180 degrees in the direction the player is facing)
2. Kunai (ninja throwing knives) or Shurikens: replace the infinite pistol (slower rate of fire, but more damage to equal it out)
3. Ninja Mask: 60% speed, 100% Sneak (Stealth, Shadow, some gag skill like that)

I was thinking that just having a baseball bat could get boring, so add a sword to your collection so you can slice, dice, and dismember some zombies in the more traditional way.
There could also be an achievement with getting all of the Ninja gear: I'm a Niiiinja (or something like that)

Edit: The Kunai should probably be counted as an accessory so that way you can play in full Ninja Gear! :D

Edited by: Fulkinator

May 11 2012, 8:31pm Anchor

the katana sounds good and it made me think of a souloution to the baseball bat: in the next patch instead of nerfing the baseball bats damage why not change it so you can only hit one zombie at a time with it (because realistically you're not going to be able to swing a baseball bat through a group of 10 or so zombies) but then add the katana give it a higher rate of fire and the ability to hit multiple zombies although with really low damage (about ten per hit)

kunai sounds like a good idea, I get bored of the pistol all the time considering there isnt much alternitive (due to ammo running out eventually or using the baseball bat and curbstomp the game)

as for the mask, waay to much speed, there is a reason the best speed item only gives 25% I think if its going to have more than that it should also have a debuf (like 30% speed -40% damage)

achievements are good the game needs more of them XD

Edited by: Fishfreeek

May 12 2012, 12:10pm Anchor

You know I think that since we already have the scouter,

Head: Super-Saiyen hair (that increases power by 30%)
Weapon: Bazooka-class energy blast :D

Item set Achievement: It's 9,001!

XD Just thought of another item set: Kitty, Furry, whatever you want to call it

Head: I don't really know since the Cat Ears would be an accessory
Accesory: Cat Ears: +15% Speed and Damage +200% Adorableness
Weapon: Claws: +25% Rate of Fire
 
Item set Achiement: What's up Cat? (Hello Kitty :lol: )

Edited by: Fulkinator

Jun 13 2012, 11:58pm Anchor

I was thinking of possible tanking featured weapons and accessories.

Weapon: Long Sword (Zelda-Esq)
Head: William Wallace (insert random stat here) and +100% Freedom
Accessory: I was thinking along the lines of a shield (If this would be at all possible) being placed in your other hand along side the sword. +20% Health

Jun 18 2012, 2:18am Anchor

I think we should enable zombies in every map to drop ammo refills since most of us are constrained from using our starter weapon. The game feels rather limited now since we use the uzi, shotgun, and magnum for majority of the time. It'll also give coins a much more respectable output since people will treasure starter weapons more and conserve their ammo til they find an ammo drop which adds a whole new feel to the gameplay.

Aug 13 2012, 4:20am Anchor

Name: Flaming Helmet

Effects:
45% to light zombies on fire
20% speed
More Coin dropped by zombies

Description:
IM ON FIREE!!!! HELP!!!!!!

Here's The Design:
Gamingbolt.com

Edited by: Gingertastics

Aug 16 2012, 4:49pm Anchor

*Just got back into Zombie Grinder after a ton of Minecraft and College things. I look at the new accessories and see the cat ears*
This is just a quick quote:

Fulkinator wrote:
Accesory: Cat Ears: +15% Speed and Damage +200% Adorableness
 

8) I now feel like I'm awesome.

Aug 17 2012, 2:23am Anchor
Fulkinator wrote:
8) I now feel like I'm awesome.

I actually made those shortly after reading that suggestion :D Couldn't help it!

Aug 18 2012, 1:36am Anchor

With the new trading system in place you should make a trading/selling/buying thread on the forums. Unless of course there is an upcoming feature in-game that would take the place of this? Just something to think about.

Sep 3 2012, 10:55am Anchor

Jordizzle, noticed you put the those aviators in the game (kinda like my important shades suggestion), so awesome.

i've no clue when they were added in, as i've just come back after quite a looong time (comp issues being the main reason).

btw. have you thought about putting in that riot gear stuff i suggested? just curious :P, its k if you killed em.

Sep 4 2012, 5:08pm Anchor

The aviators were a must :) I do plan on adding the riot gear stuff soon. I started on the balaclava as well as the helmet :D

Sep 4 2012, 5:26pm Anchor
Jordizzle wrote:The aviators were a must :) I do plan on adding the riot gear stuff soon. I started on the balaclava as well as the helmet :D

yaaaaaay :D, can't wait to see how they come out XD

Dec 10 2012, 1:18pm Anchor
Fishfreeek wrote:
kunai sounds like a good idea, I get bored of the pistol all the time considering there isn't much alternitive

I think some infinite weapon replacement can be great. Maybe adding a new slot for the pistol/close combat weapons?
Choosing between a chainsaw/katana/fire axe or kunai/shuriken/pistol/revolver* can be great.

* The revolver : 6 ammo in a clip
2* the fire power of the pistol
0.5* the fire speed so you can't spam the space bar with it.

The chainsaw: Spin it with the fire key and wait 1 second before it can do damage
Make constant damage to the opponent when it touch the hitbox of the chainsaw

Also when you take a new infinite weapon it should replace the oldest one. Except for that just script them like any other weapon.Maybe with a new Boolean variable in the configs files of the weapons like isinfinit=True I don't know...
Sorry for my bad English and for the time you just wasted to read this :(

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