Akuman
New member
Hello everyone. Unfortunately, I won't be able to watch the second version of the game, the suggestions for which were included in the update (I have a weak laptop at the moment), so I'll focus on what was not announced and what I haven't mentioned yet. If something is already in the game, please correct me.
Regarding zombies:
To be honest, it seems to me that the spider zombie is not that scary and dangerous. He is slow, easy to dodge, as far as I remember. In this regard, I suggest making him a night monster that will be able to climb walls and trees. Whether this has already happened or not, write in the comments, I'm interested.
Also please change the zombie mechanics that makes all zombies attack the player by default. The reason is that it is too uninteresting and predictable.
Solution: make zombie behavior models based on the point of interest principle, the change of which will depend (or not depend) on the player's actions. This will allow adding a neutral zombie to the location, which will do something neutral until it is interrupted or killed. (Killing this zombie can also be a trigger).
Of course, there will be zombies that immediately attack the player, but the number of behavior patterns of zombies before the direct attack or the variability of these patterns depending on the player's actions will make the world truly alive. Example: some zombies in a certain location (time) can appear behind the player and sneak before attacking. Or watch the player from a tree (hiss when approaching), as well as strong (fast) melee zombies that will run to cover (houses) when shooting from afar and wait for a trigger close by!!
Please pay attention to this mechanic: let zombie hits, hits on zombies (wounds), zombies and the player stepping on garbage, as well as shooting without a silencer attract the zombie's attention to the source of the sound, but do not detect the player!! (more on this later) Zombies will tend to reach the first sound they hear and linger near it for a while. This will not cause confusion when attracted zombies cause new sounds as they move.
Imagine how alive the zombies will seem, crowding around a fellow breaking a block or approaching a thrown stone or bottle... Some mortally wounded zombies will lie on the ground and "groan", attracting their fellows. Therefore, waiting out the "wandering horde" in a secluded corner of the base may not work...
Let zombies be attracted to the location of their sound trigger only for a certain time!! In this regard, you can add more zombies to the streets, but at the same time seriously limit their radius of aggression triggering!
Important: detection of the player by one zombie will cause active attraction of other zombies to sounds from the zombie that sees the player, in which they will break through blocks. In other cases, with sound triggers, zombies do not break anything and move calmly on foot. The walls of the lockers can be made like rotten boards, so that the zombies don't have to break them. Imagine: a zombie runs to a comrade, reaches him, then notices the player and reorients to him! How realistic that would be!!
Exclusive offers to enhance your immersion!
Let a shot or object thrown at a zombie !while it's at rest! cause the zombie to fall over with an animation based on where the projectile hits.
!Let zombies be killed only by headshots! Everyone loves dismemberment in zombie games? I love it very much! I repeat, let zombies be killed only by headshots. Developers, please add an animation of a hole in the chest when there is damage to the body. Zombies deprived of all limbs (or having received a critically large amount of damage) will simply lie and groan. In other words, I want to make it so that it's actually harder for the player to deal damage to the body rather than the head. This should add some extra interest to the missions, since during the blood moon everyone uses grenades predominantly.
Imagine having to wash yourself in blood while finishing off helpless zombies moaning in agony? Cool... I don't think there will be many of these zombies, since at high levels you can't do without grenades and Molotov cocktails with area damage. Also, the number of zombies upon death can be limited so as not to create a load on performance.
By the way, let point-blank shots from firearms drench the camera in blood, which needs to be wiped off on a separate key...
Well, let the vehicle skid a little at the start in a pool of blood and let it skid when turning after a collision with a zombie. I will write additions to the topic in the comments, or edit the post. Thank you for your attention
Regarding zombies:
To be honest, it seems to me that the spider zombie is not that scary and dangerous. He is slow, easy to dodge, as far as I remember. In this regard, I suggest making him a night monster that will be able to climb walls and trees. Whether this has already happened or not, write in the comments, I'm interested.
Also please change the zombie mechanics that makes all zombies attack the player by default. The reason is that it is too uninteresting and predictable.
Solution: make zombie behavior models based on the point of interest principle, the change of which will depend (or not depend) on the player's actions. This will allow adding a neutral zombie to the location, which will do something neutral until it is interrupted or killed. (Killing this zombie can also be a trigger).
Of course, there will be zombies that immediately attack the player, but the number of behavior patterns of zombies before the direct attack or the variability of these patterns depending on the player's actions will make the world truly alive. Example: some zombies in a certain location (time) can appear behind the player and sneak before attacking. Or watch the player from a tree (hiss when approaching), as well as strong (fast) melee zombies that will run to cover (houses) when shooting from afar and wait for a trigger close by!!
Please pay attention to this mechanic: let zombie hits, hits on zombies (wounds), zombies and the player stepping on garbage, as well as shooting without a silencer attract the zombie's attention to the source of the sound, but do not detect the player!! (more on this later) Zombies will tend to reach the first sound they hear and linger near it for a while. This will not cause confusion when attracted zombies cause new sounds as they move.
Imagine how alive the zombies will seem, crowding around a fellow breaking a block or approaching a thrown stone or bottle... Some mortally wounded zombies will lie on the ground and "groan", attracting their fellows. Therefore, waiting out the "wandering horde" in a secluded corner of the base may not work...
Let zombies be attracted to the location of their sound trigger only for a certain time!! In this regard, you can add more zombies to the streets, but at the same time seriously limit their radius of aggression triggering!
Important: detection of the player by one zombie will cause active attraction of other zombies to sounds from the zombie that sees the player, in which they will break through blocks. In other cases, with sound triggers, zombies do not break anything and move calmly on foot. The walls of the lockers can be made like rotten boards, so that the zombies don't have to break them. Imagine: a zombie runs to a comrade, reaches him, then notices the player and reorients to him! How realistic that would be!!
Exclusive offers to enhance your immersion!
Let a shot or object thrown at a zombie !while it's at rest! cause the zombie to fall over with an animation based on where the projectile hits.
!Let zombies be killed only by headshots! Everyone loves dismemberment in zombie games? I love it very much! I repeat, let zombies be killed only by headshots. Developers, please add an animation of a hole in the chest when there is damage to the body. Zombies deprived of all limbs (or having received a critically large amount of damage) will simply lie and groan. In other words, I want to make it so that it's actually harder for the player to deal damage to the body rather than the head. This should add some extra interest to the missions, since during the blood moon everyone uses grenades predominantly.
Imagine having to wash yourself in blood while finishing off helpless zombies moaning in agony? Cool... I don't think there will be many of these zombies, since at high levels you can't do without grenades and Molotov cocktails with area damage. Also, the number of zombies upon death can be limited so as not to create a load on performance.
By the way, let point-blank shots from firearms drench the camera in blood, which needs to be wiped off on a separate key...
Well, let the vehicle skid a little at the start in a pool of blood and let it skid when turning after a collision with a zombie. I will write additions to the topic in the comments, or edit the post. Thank you for your attention

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