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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Inventory + Loot (Games : Zombie Grinder : Forum : General Discussion : Inventory + Loot) Post Reply
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Infinitus Developer
Jul 13 2012, 11:28am Anchor

What are peoples thoughts on implementing a full user-inventory, loot drops, selling-to-shop, one-use-items, etc?

Something me and jordan have been kicking around, curious what people think of the idea.

Jul 13 2012, 6:46pm Anchor

I think that would be very enjoyable. It would bring more use to the coins, and in my opinion bring more life to the game possibly.

Jul 14 2012, 7:28am Anchor

From arcade ZG slowly becomes to RPG...

Infinitus Developer
Jul 14 2012, 7:55am Anchor

Cosmos_D3Y wrote:From arcade ZG slowly becomes to RPG...

Yeh, not sure if that's a good thing or a bad thing tho ...


Jul 14 2012, 9:06am Anchor

I wouldn't mind an inventory, although if one was added I dont think there should be so many guns on hotkeys, you should change the amount of hotkeys to three or four with the pistol always equipped. Than you would bring up the inventory and assign items or weapons to the other two/three. Also removing use on pickup for health and ammo would be nice, especially if you add a drop equipped item button for those situations when you have a bunch of health items and your mate is dying.

Infinitus Developer
Jul 14 2012, 9:44am Anchor

My primary concern really is to keep things very simple, I want to keep a one-to-one mapping with controllers, so there can't be any complicated mouse-based menus.


Jul 14 2012, 9:54am Anchor

You could use a similar but simplified stile to fallout 3 or borderlands as they have easy to navigate menus with a controller

Edited by: Fishfreeek

Jul 14 2012, 2:38pm Anchor

Sounds like a good idea to me, but do you plan on having a weapon system where better weapons with better attributes is always a goal like in Borderlands, Diablo, And even Terraria or do you plan on making set weapons that you could find with set attributes?

Jul 14 2012, 4:00pm Anchor

I'm not to fond of the different attributes idea espessially as the stats are going to be removed from hats soon leaving only weapons (with socketable gems in their place)

as for pickups I think it would be a good idea for zombies to not drop hats and guns. only being able to get ammo, health and gems from them. As for the ammo drops if a zombie would drop ammo it should have an 80% chance to drop ammo for the gun it was killed with and the last 20 would be a random ammo (so you can lol when you friend despretly needs magnum ammo and gets shotgun ammo) (also if an ammo drop triggers but the zombie is killed with a pistol, the 80% would drop nothing)

if you wanted a gun or hat you would have to buy one from a shopkeeper (perhaps have them spawn on the survival levels as well as the hub allowing you to take your weapon to other levels), You could also make ammo drops a small chance overall (like 5 or 2%) and be able to buy ammo from the shop.

Of corse if you are going to have a shopkeeper in the survival levels you need to revamp the money system, I would suggest removing the points altogether and just having wave number with your money displayed in the top right.
Another ammo idea would be to remove the ammo limit and instead of ammo capacity have carry weight (you can only have 8 items in inventory by default (of course of this was added you would need a stash where you could put you less important things, another npc perhaps?)

Edited by: Fishfreeek

Jul 14 2012, 10:15pm Anchor

Hats will remain with stats. Only difference is the users will assign the stats with gems. It makes it so certain hats aren't more powerful, and therefore favored over others, since they were originally intended for character customization, and not for making your character stronger. It sucks to spend my free time drawing new items and not see them get used because they either get stats that aren't as good as current items. Plus the gem system adds more potential for drops and such from chests and boss zombies :D!

Jul 15 2012, 5:56am Anchor

yeah thats what I ment, sorry if it wasnt clear enough.
Thoughts on my drop/inventory ideas? And a shopkeeper in wave levels?

Edited by: Fishfreeek

Jul 16 2012, 9:05pm Anchor

More customization, you can use a Hat plus a Hair Style, not just a Hat or just a Hair Style. It would be great and Fashion Itens, that can be placed over your real equips. I hate using some itens just to have powerfull stats, but with an stupid item, like horns. Haha. The drop idea is great, it would be nice if there are bosses in the game that drop rare itens or things that you can not buy in the shop.

Jul 29 2012, 12:19am Anchor

Maybe instead of an inventory, maybe have like Sets you can choose from. For example Set 1 has this hair this gun and this accessory, while Set 2 has this other hair, this other gun and accessory. And you can only change sets once you die and while you wait?

Infinitus Developer
Jul 29 2012, 10:58am Anchor

michaeldang7 wrote:Maybe instead of an inventory, maybe have like Sets you can choose from. For example Set 1 has this hair this gun and this accessory, while Set 2 has this other hair, this other gun and accessory. And you can only change sets once you die and while you wait?

Basically you want create-a-class from cod then?


Jul 29 2012, 10:10pm Anchor

Create a class is going to be rendered useless in the gemcrafting patch, since hats will no longer have stats. It'd basically be gunswapping, and most maps offer almost every gun, and when you respawn you start with your main gun anyways.

Sep 3 2012, 7:40am Anchor

Equipment: There is something missing. I don't know if it
is too few things i can personalize or if there should be more weapon combination. Something what i am missing in the game for sure is secondary backup weapon which i can buff (ending killing myself because i can't shoot zombies from close distance with db+exp ammo). In my opinion you should consider including secondary weapon into the game.
Loot: should be option to choose between drop and equal/random loot.

From my experience (i don't know is there a mmo, multiplayer oldschool or 2d online game which i haven't play) game should be more skill based and less time consuming/leveling up/item collecting to be good player and this game is almost there, but there has to be an element of collecting special item which you can't buy or obtain in any other way than playing.
Regards,Krzysiek Zgondek

Edited by: skribble

Sep 3 2012, 11:02am Anchor

I think more loot drops and one time use items (like smart bombs or malotovs?) would be awesome.

my only qualm with the current system is that gem percentages a waaaay lower than what hats once hat, it seem to be more fair to have legit gems give atleast 50-60 percent of their attributes (as not to have 200% damage hats for instance). the way the current system works, a player speccing for legit gems on every item on a single stat is 60%, but that also rules out every other stat they could get, plus the fact legits are extremely difficult to obtain for the average player.

that, or add more slots to everything, otherwise, adding money to trading would be a very nice addition to the trading system.

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