New Update! Mode Changes, new Achievements, new functionality, and bugfixes!
Alright team, the new update is complete and bug tested. There still seems to be a persistent bug with the MPD menu 'Ok' button not selecting when using a controller, and I will continue to chase it, but for now just closing the MPD and reopening it with the MPD button will restore MPD functionality. Or you can just use a mouse to select the buttons.
Changes:
Field of View page, with FOV slider and the ability to change seats (1st person) or sides of the aircraft (3rd person). Depending on your monitor, the game choses the FOV I think the game looks best in for a given resolution, and if you don't touch the slider that's what it'll be. Once you touch it, it'll remember that FOV for subsequent sessions.
Scaled points awarded for different enemies- Zombies 1, Soldiers 2, SAWs 3, MANPADs 4, and Tanks 10.
Two Survival Mode variations:
Sim Arcade: Works essentially as Survival Mode always has, only now when you reach the top level of invader waves, an invisible kill-counter counts down and disables enemy spawn, making a win guaranteed if you can kill the last of the enemies.
Arcade: The enemies keep coming until it's impossible to keep them contained. You will never be able to kill them all.
This variation introduces:
Points Multiplication- the in-game badges you earn (Sharpshooter, Multi-Kills, Aussie etc.) award a timed points-multiplier. Keep them strung together well enough, and they start adding up.
Instant Reload- awarded at 30x Multiplier. (+ badge & achievement) ONC Explosives- (2x higher yield explosives in HEDP, Laser, 30mm, Seeker, and Cluster Mines, with pretty blue explosions) awarded at 45x Multiplier. (+ badge & achievement) Laser Minigun- (2x greater effective radius; 2x faster projectiles, and pretty red laser beams) awarded at 60x Multiplier (+ badge & achievement) Over 9,000 badge & achievement - awarded at 9,000 points
Two Race Mode Variations:
Pure: Race only; no enemies to kill.
Combat: The original race mode, with enemies to kill at checkpoints along the way.
Tutorial / Free-Flight Variations:
Free flight is now separated from the Tutorial.
Marathon Mode update: Marathon Mode utilizes the Sim-Arcade mode, ensuring success if you can fight through all enemy waves.
Enemy wave notifications no longer pull up the MPD to notify you; you are now prompted to check the MPD for new intel, and when you open it the wave-dependent text is displayed.
Notable bugfixes:
Look Inversion will now persist through new sessions.
Helicopter startup sound is 50% quieter.
Perimeter alarm is a new sound, with lower volume, lower tone, and only plays once per perimeter incursion; if there's already an incursion going on, another collider trip will only trigger the "Disappointment" dialogue.
The Evacuation casualty timer should no longer randomly time out after only 60 seconds.
Completion of Marathon Mode on Hard counts for both Survival and Evacuation mode for the MH-Master Badge.
Closing the MPD when the Upgrade message is up when the Zombie outbreak video/message is up will now close the upgrade message and leave the MPD open, requiring another button press to close the MPD.
There's a ton of other little bug fixes and changes- hopefully you find the game much more enjoyable!
Thanks for all your support and encouragement! Please let me know if you have any issues!
-Raulboy
Survival Changes, new Achievements, new functionality, and bugfixes on the way!
Hey team!
I know it's been a bit since the initial bug reports from the Island were submitted, but as I was fixing them I started adding a few related features and before I knew it I was deep in a revamp of how Survival works, with the achievements to support it. I'm still a little on the fence about how to handle the update- I think it makes the gameplay way more fun, but the initial realism and hesitation to use on-screen vs on-aircraft UI are diminished. There are already so many modes that I think adding an additional layer of moding to Survival (simulation vs arcade or something) would be overkill, although it would be an opportunity to make it a little easier/predictable to win the game, with simulation on a body-count timer (zombie spawns turn off after a given number) and arcade with a set minimum enemies at all times and the upgrades this new update will have, with no ability to actually "win".
Let me know your thoughts!
I'm still a little ways out from release- I need to decide on the above, and do more bugtesting, but here's a list of what you'll see so far:
Field of View page, with FOV slider and the ability to change seats (1st person) or sides of the aircraft (3rd person). Depending on your monitor, the game choses the FOV I think the game looks best in for a given resolution, and if you don't touch the slider that's what it'll be. Once you touch it, it'll remember that FOV for subsequent sessions.
Scaled points awarded for different enemies- Zombies 1, Soldiers 2, SAWs 3, MANPADs 4, and Tanks 10.
Points Multiplication- the in-game badges you earn (Sharpshooter, Multi-Kills, Aussie etc.) award a timed points-multiplier. Keep them strung together well enough, and they start adding up. Multiplier with timer is currently displayed below center-screen at .6 opacity. I've tried moving it and it's just not nearly as dopamine inducing haha...
Instant Reload- awarded at 30x Multiplier. (+ badge & achievement) ONC Explosives- (2x higher yield explosives in HEDP, Laser, 30mm, Seeker, and Cluster Mines, with pretty blue explosions) awarded at 40x Multiplier. (+ badge & achievement) Laser Minigun- (2x greater effective radius; 2x faster projectiles, and pretty red laser beams) awarded at 50x Multiplier (+ badge & achievement) Over 9,000 badge & achievement - awarded at 9,000 points Plus a couple other achievements, one of which should have shipped with the very first build on here but somehow slipped the imagination until recently.
Notable bugfixes:
Look Inversion will now persist through new sessions.
Helicopter startup sound is 50% quieter.
Perimeter alarm is a new sound, with lower volume, lower tone, and only plays once per perimeter incursion; if there's already an incursion going on, another collider trip will only trigger the "Disappointment" dialogue.
Like I said, I'm still a ways out from publishing this update, but your feedback on the above could help make it happen faster, and I'm working hard to get it out.
Thanks for all your support and encouragement!
-Raulboy
The Island is now Live!
The Island has arrived! Some Pacific travelers may experience a sense of déjà vu, but rest assured, any resemblance to real life locations is entirely coincidental.
Updates: Specialty enemy spawns now occur at the same number of kills regardless of difficulty level (upgrades are still affected by difficulty level).
Altitude indicator now reports radar (distance above ground) altitude rather than barometric (distance above sea level) altitude.
Resolution button now displays current resolution and refresh rate; pressing it cycles through all available resolutions.
Race ammo-drops take effect instantly, are now labeled "FARP", and shouldn't fail to activate anymore. Additionally, they utilize a particle effect rather than a real-time light to improve performance and aesthetic.
Logic for friendly fire during the evacuation game type has been tweaked to handle exceptions at the end-game scenario and the casualty pickup scenario- if you kill civilians you've already rescued (within the tolerance dictated by difficulty level), they will be left behind when the end-game is triggered. If you kill the cop when you need him to go pick up a/the casualty, you'll have to wait for him to "recover" before you can continue mission.
There is a Chicken in Lulu City, at Hyena Point, and in the Pineapple fields just north of the airfield. Do with this information what you will.
As aways, thank you so much for your help and support in making this the best experience I can offer you all!
PS: I have left the U.S. Army, which has given me much more time to dedicate to this map, the next big objective (porting to iOS), and the next project. Stay tuned!
-Raulboy
Introducing: The Island! Releasing Soon
Hey ladies and gentlemen, I've almost completed work on the final level, The Island! I'm bugtesting it now, so hopefully barring any massive bugs that take a lot of work to track down, it should come out soon. Depending on performance, I may end up remodeling some of the bigger buildings that take up way more processing power than they should, so those may change.
There are a few bugs that will be fixed as well, to include the mission menu bug which sometimes pauses the game without pulling up the mission menu. FYI, for now you can just press the button again to unpause, and then wait a few seconds before pressing it again to pull it up.
Thanks for all the support, and I hope you enjoy these pictures!
Major update published!
Happy Friday team!
I didn't want to wait until I've completed the new map to get all these awesome changes to you, and they're finally (somewhat) bug-tested, so I hope you enjoy! The following list isn't exhaustive, because I've made A LOT of updates.
Easy physics now has an attitude limit. GPU Instanced plants (and the attitude indicator with them) can be turned off/on in quality settings. Game difficulty changes max amount of enemies, amount of enemies to kill before upgrades, amount of time in nuke countdown, total amount of enemies possible, rotor collision dynamics, amount of civilians possible for friendly fire, the effective radius of the 30mm, and the effective radius of the 7.62 canon. It also changes the times available to you in the evacuation/marathon modes.
New game mode; Civilian Evacuation. Evacuate all civilians and eliminate the enemy scouts.
On easy game difficulty and medium to hard physics difficulty, aircraft will reset if you get stuck upside down for more than a given amount of seconds.
Semi-new game mode: "Marathon Mode" combines the evacuation and survival modes, with a new achievement if you win in this mode.
The new "MH-Master" achievement is earned by beating every mode on hard game difficulty (physics isn't taken into account) AND getting the requisite badges for them (You Won, Freeman, Fast & Furious, Ultra-Marathon).
I discovered a super frustrating collider that wrecked me several times in Race mode until I looked into it; I apologize for that as it must have been annoying for you all too haha... But it's fixed now.
"Code Entry" menu in the in-game options menu. The "secret" codes are all realllllly obvious, and there's even a code to tell you what most of the other helpful codes are. I think there's a six or seven character limit, so keep that in mind.
As always, please let me know if something doesn't work or is broken so I can fix it, and many thanks for your support!
-Raulrusboy
Progress Update - Upcoming new map, game mode, port to iOS!
Hey there everyone! Just wanted to give you all a roadmap for what's to come with MH-Zombie:
I've completed additional (still to be published) changes to the difficulty modes. The Final Countdown has been further scaled, and weapon unlocks and total enemies now scale from Easy to Hard. In addition, I've added attitude limits to the Easy physics mode; no more accidentally inverting and crashing (although you'll need to switch to Medium or Hard to enable inversion to get a couple of the achievements).
In the coming month(s) I will also complete an additional new game mode and map, and make the secret cheat menu a little less secret, and a little less broken.
Finally, I have successfully completed a development build to iOS, so after all of the above is complete, I will publish the iOS port of the game to the App Store.
After that, aside from general bugfixing, I plan to move on to development of my next game, an as-yet untitled open world game with a similar premise.
PC (and now Mac as well) Input patch #2(?): Mouse input for check boxes, rebind issues, tutorial corrected.
You will be able to select check boxes with the mouse, rebind inputs using the mouse without the rebind running several times, and select 'ok' during the tutorial with the mouse.
Please, please PLEASE keep letting me know what's going wrong- I really do want to make this game work like it's supposed to.
PC (and now Mac as well) Input patch #2(?): Mouse input for check boxes, rebind issues, tutorial corrected.
You will be able to select check boxes with the mouse, rebind inputs using the mouse without the rebind running several times, and select 'ok' during the tutorial with the mouse.
Please, please PLEASE keep letting me know what's going wrong- I really do want to make this game work like it's supposed to.
Thanks for your support!
-Joe
Input Issue fix posted!
MacOS and Windows input fix has been deployed- for those who had issues, go ahead and give it a try!
Unity (the game engine) had a bad update a few months back and I failed to catch that it was causing some problems. I updated, and it should be good to go now.
Thanks for your patience and support!
Tutorial bugfix
The difficulty update introduced a bug making the Tutorial mode fail.
This update fixes that; MacOS fix will be applied later today.