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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WASD to move, arrow keys to turn. (Games : Zombie Grinder : Forum : Suggestions : WASD to move, arrow keys to turn.) Locked
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Feb 9 2012 Anchor

WASD to move, arrow keys to turn. This way, I can turn to face zombies behind me without running towards them and getting my face eaten off. This also would make it easier to face diagonally.

Edited by: unhr

Feb 10 2012 Anchor

I just wanna jump in here with another question about "controls", in some youtube vids I saw some gameplay (build 125) with mouse support!? Is mouse support gone?

Edited by: ronsen

Infinitus
Infinitus Developer
Feb 10 2012 Anchor

Yes mouse support is gone. Game plays horribly with it and makes a lot of things difficult to map to a controller.

Also I would rather not have 8 keys just for movement, it' overcomplicates the control scheme a lot and can make it difficult for people to use - I personally hate 8 key movement controls :S. That's the reason the strafe button was added, same functionality, lot easier to use, less keys.

Edited by: Infinitus

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Feb 10 2012 Anchor

maybe a litte mouse support just in the menu to navigate "easier" around ? :paranoid:

Feb 11 2012 Anchor

I'm getting lots of requests for mouse support via twitter, email, and such Tim. I'm thinking it may be best for the menu :P

Feb 14 2012 Anchor

Jordizzle wrote: I'm getting lots of requests for mouse support via twitter, email, and such Tim. I'm thinking it may be best for the menu :P


i agree that four directional shooting in the game would be best, but the menu feels clunky without a mouse.

Feb 15 2012 Anchor

I personally think you should make a trigger which would have a fixed position from the player and rotates around the screen according to how you move your mouse. Then you could move with the WASD keys and maybe shoot with left click instead of space. I think its WAY more comfortable like this as long as the player rotates with the mouse but can move in different directions :) It will also be a step to adding controllers to the game as this will be easier with the two joysticks set up on the Xbox or PS3 controller or any joystick.

Edited by: seanny

Feb 19 2012 Anchor

Even 360 controller support would be grand. inb4 JoytoKey.

Jun 19 2012 Anchor

Came here to suggest this.

I completely agree that simplicity is an important guideline for the game. However, theres a few issues I have with the current diagonal shooting that I think are more important for gameplay. Consider dual control as an "advanced control" option. Allowing to keep the "simple controls" as a default for beginners.

First of all let me begin with saying that I do not own a n-key rollover keyboard ( wikipedia dot org slash rollover underscore key ), my keyboard is programmed in a way that does not allow me to use 2 arrow keys as well as spacebar. With the default key config I wouldn't be able to shoot diagonally without using the strafe modifier. I have a mechanical keyboard though, but it's worth checking whether other brands of keyboards have this issue. I could reconfigure the keys, but this argument can also be used for adding the dual control scheme, since the extra step is not KISS.

Second reason is that moving forward while shooting in the same direction has very limited usage, Contra has a modifier key to let you aim in all directions while standing still. Some maps have diagonal pathways (cliff), either map designs needs to take into account that diagonal shooting is inferior to horizontal/vertical, or diagonal shooting needs to become an equal of hor/vertical shooting, which currently it is not.

Third reason: Gameplay. Gameplay and the difficulty curve is unnecessary complicated by having to master aiming and shooting with the same keys, simultaniously. Dual control will simplify actually controlling the character, sacrificing control scheme simplicity.

4th reason: dual analog stick controllers.

Considering the impact on gameplay it has, I think this specific feature allows you to deviate from KISS design patterns to allow dual control as an optional control scheme (letting you choose under options between "simple" and "advanced"), or of course when xbox controller support is added, have it become dual control by default.

TL;DR: seperate movement and aim controls FTW, also OMG controllers.

Also: ZG is awesome, keep up the great work.

Edited by: dizzyone

Jun 19 2012 Anchor

Actually the 360 controller is the only controller supported at the moment, officially. You happened to jump on right after a patch which broke key-binding :P It'll be fixed this weekend :D Also we tried not only mouse aiming, but twinstick movement, and both were horrendous :( our compromise was adding strafing (left shift by default)

Edited by: Jordizzle

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