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Chikennugget1

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  1. Like
    Chikennugget1 got a reaction from test1 in Introducing Zombie Survival : Redeemed Edition   
    Alright, time for an update :
     
    DONE :
    - Poison Zombie
    - Poison Headcrab
    - All zombie animations are fixed and now work properly
    - Score window (tab key)
     
    TODO :
    - Adjust weapon animations
    - Make some sexy zombie icons to replace the current ones
    - Minor bugs
     
    Also, public demo date here ! https://mrgreengaming.com/forums/topic/23755-zombie-survival-redeemed-edition-public-demo-201120-221120/
     
    That's nice, do you plan to host it on your own server or here ?
  2. Like
    Chikennugget1 got a reaction from test1 in Introducing Zombie Survival : Redeemed Edition   
    Be patient
     
  3. Like
    Chikennugget1 got a reaction from test1 in Introducing Zombie Survival : Redeemed Edition   
    Time for a quick update, today 09-03-2021 :
     
    DONE :
    - Achievements / achievement system : all the original ones are there + added a shitton of new ones that are earned in different ways (killing, finishing maps, doing specific actions etc). There are around 200 achievements now, and maybe a bunch of new ones could be added later
    - Reward unlocking system : getting an achievement can unlock a title and/or player icon
    - Titles implementation
    - Player icons (in progress, I've got the help of Mansen for the design part)
    - Added a few other skins / toys in the shop
     
    Next TODOs :
    - Add the icon designs
    - Polish the existing upgrades / add a few new upgrades
    - Work on a challenge system (to be defined yet)
  4. Upvote
    Chikennugget1 got a reaction from Quad_Tube in Introducing Zombie Survival : Redeemed Edition   
    No problem with showcasing gameplay during the demos or when the game is released. More visibility is a good thing
     
    Also the videos on the other thread are actual videos from the demos, so yeah the gameplay is and will remain fast-paced and such
     
  5. Upvote
    Chikennugget1 got a reaction from Quad_Tube in Introducing Zombie Survival : Redeemed Edition   
    I'm working on the "challenge" system at the moment. I'll unveil the details later although I've posted about it on discord
     
    But anyway, if everything goes as fast as I would like, we'll probably have a new demo by the end of April. It may be sooner, or later.
  6. Upvote
    Chikennugget1 got a reaction from Quad_Tube in Introducing Zombie Survival : Redeemed Edition   
    Another quick update as of today 15/04/2021
     
    DONE
    - Masteries system (what once was called "challenges"), see below.
    - Icon designs (well, I've got some of them in the game, Mansen is doing the others)
    - Added the "sometimes I dream about cheese" and other voices for human players
    - Added a few zombie skins and a few new guns
     
    TODO
    - Polish the masteries and make sure they all work (we will need a demo for this, I'm afraid ) + do a menu for displaying information about them
    - Admin menu + fix the chat commands
    - Headcrab fixes
    - Minor fixes / changes
     
     
    So, what are masteries ?
    It's basically a weapon / zombie class levelling system. See, humans have to kill to get new guns, that's a vertical levelling. More kills = better guns.
    With masteries it's an horizontal levelling. You can now improve every weapon to increase some of their stats (damage, firing rate, amount of ammo regen and such) and unlock a "unique" bonus, depending on the weapon (well,  some weapons currently share similar bonuses, but this could be changed later).
    The same goes for the zombies. Each class can be improved to increase some stats (health, speed, damage etc) and they get a specific perk at the end.
    The stats aren't changed that much, we're talking about small numbers. It's not supposed to be gamebreaking, but it will help players that have difficults getting new weapons or that would like to stick with specific ones.
    Also, the stats increase and perks are weapon-dependent. You need to equip the weapon to have the stats and perks active.
     
    Weapons and classes have a maximum of 5 levels. When getting a weapon or picking a zombie class for the first time, you start at level 1.
    Levels aren't permanent, starting a new game/map will reset everything to zero. It's like a MOBA where you have to level up your character.
     
    Earning XP is usually done by killing players, but for the sake of accessibility, it can also be earned through damaging others : damaging a player gives you a small amount of XP. Killing a player gives you a fixed amount of XP + the XP earned from damaging them.
    Zombies can also earn XP by damaging/breaking func_breakable props (breakable walls, planks), and they get a few XP whenever a human dies.
    It's still work in progress so this may change a bit, but you see the point.
     
    Just a few examples of masteries, to give you an idea :
    Usp45 : Lvl2 = precision increase, lvl3 = damage increase. lvl4 = more ammo from ammo regen, lvl 5 = heals you 5 HP when you kill a zombie
    Mp5 : Lvl2 = Precision increase, lvl3 = firing rate increase, lvl4 = damage increase, lvl5 = You have a 15% damage resistance when infliction is over 75%
    Zombie : Lvl2 = health increase, lvl3 = speed increase, lvl4 = propkill force increased, lvl5 = 30% chances to respawn on your death spot, maximum twice (this was in the original ZS but for some reason it got removed, so I brought it back here )
    Fast Headcrab : lvl 2 & 3 = health increase, lvl4 = speed increase, lvl5 = perma regeneration (2HP / second)
     
    When is the next demo ?
    Hopefully soon
    I wanted to do this at the end of the month but this is going to be tight, I'll post about it whenever the game will be ready for a demo.
     
  7. Like
    Chikennugget1 got a reaction from test1 in Introducing Zombie Survival : Redeemed Edition   
    Another quick update as of today 15/04/2021
     
    DONE
    - Masteries system (what once was called "challenges"), see below.
    - Icon designs (well, I've got some of them in the game, Mansen is doing the others)
    - Added the "sometimes I dream about cheese" and other voices for human players
    - Added a few zombie skins and a few new guns
     
    TODO
    - Polish the masteries and make sure they all work (we will need a demo for this, I'm afraid ) + do a menu for displaying information about them
    - Admin menu + fix the chat commands
    - Headcrab fixes
    - Minor fixes / changes
     
     
    So, what are masteries ?
    It's basically a weapon / zombie class levelling system. See, humans have to kill to get new guns, that's a vertical levelling. More kills = better guns.
    With masteries it's an horizontal levelling. You can now improve every weapon to increase some of their stats (damage, firing rate, amount of ammo regen and such) and unlock a "unique" bonus, depending on the weapon (well,  some weapons currently share similar bonuses, but this could be changed later).
    The same goes for the zombies. Each class can be improved to increase some stats (health, speed, damage etc) and they get a specific perk at the end.
    The stats aren't changed that much, we're talking about small numbers. It's not supposed to be gamebreaking, but it will help players that have difficults getting new weapons or that would like to stick with specific ones.
    Also, the stats increase and perks are weapon-dependent. You need to equip the weapon to have the stats and perks active.
     
    Weapons and classes have a maximum of 5 levels. When getting a weapon or picking a zombie class for the first time, you start at level 1.
    Levels aren't permanent, starting a new game/map will reset everything to zero. It's like a MOBA where you have to level up your character.
     
    Earning XP is usually done by killing players, but for the sake of accessibility, it can also be earned through damaging others : damaging a player gives you a small amount of XP. Killing a player gives you a fixed amount of XP + the XP earned from damaging them.
    Zombies can also earn XP by damaging/breaking func_breakable props (breakable walls, planks), and they get a few XP whenever a human dies.
    It's still work in progress so this may change a bit, but you see the point.
     
    Just a few examples of masteries, to give you an idea :
    Usp45 : Lvl2 = precision increase, lvl3 = damage increase. lvl4 = more ammo from ammo regen, lvl 5 = heals you 5 HP when you kill a zombie
    Mp5 : Lvl2 = Precision increase, lvl3 = firing rate increase, lvl4 = damage increase, lvl5 = You have a 15% damage resistance when infliction is over 75%
    Zombie : Lvl2 = health increase, lvl3 = speed increase, lvl4 = propkill force increased, lvl5 = 30% chances to respawn on your death spot, maximum twice (this was in the original ZS but for some reason it got removed, so I brought it back here )
    Fast Headcrab : lvl 2 & 3 = health increase, lvl4 = speed increase, lvl5 = perma regeneration (2HP / second)
     
    When is the next demo ?
    Hopefully soon
    I wanted to do this at the end of the month but this is going to be tight, I'll post about it whenever the game will be ready for a demo.
     
  8. Upvote
    Chikennugget1 got a reaction from Duby in Introducing Zombie Survival : Redeemed Edition   
    Another quick update as of today 15/04/2021
     
    DONE
    - Masteries system (what once was called "challenges"), see below.
    - Icon designs (well, I've got some of them in the game, Mansen is doing the others)
    - Added the "sometimes I dream about cheese" and other voices for human players
    - Added a few zombie skins and a few new guns
     
    TODO
    - Polish the masteries and make sure they all work (we will need a demo for this, I'm afraid ) + do a menu for displaying information about them
    - Admin menu + fix the chat commands
    - Headcrab fixes
    - Minor fixes / changes
     
     
    So, what are masteries ?
    It's basically a weapon / zombie class levelling system. See, humans have to kill to get new guns, that's a vertical levelling. More kills = better guns.
    With masteries it's an horizontal levelling. You can now improve every weapon to increase some of their stats (damage, firing rate, amount of ammo regen and such) and unlock a "unique" bonus, depending on the weapon (well,  some weapons currently share similar bonuses, but this could be changed later).
    The same goes for the zombies. Each class can be improved to increase some stats (health, speed, damage etc) and they get a specific perk at the end.
    The stats aren't changed that much, we're talking about small numbers. It's not supposed to be gamebreaking, but it will help players that have difficults getting new weapons or that would like to stick with specific ones.
    Also, the stats increase and perks are weapon-dependent. You need to equip the weapon to have the stats and perks active.
     
    Weapons and classes have a maximum of 5 levels. When getting a weapon or picking a zombie class for the first time, you start at level 1.
    Levels aren't permanent, starting a new game/map will reset everything to zero. It's like a MOBA where you have to level up your character.
     
    Earning XP is usually done by killing players, but for the sake of accessibility, it can also be earned through damaging others : damaging a player gives you a small amount of XP. Killing a player gives you a fixed amount of XP + the XP earned from damaging them.
    Zombies can also earn XP by damaging/breaking func_breakable props (breakable walls, planks), and they get a few XP whenever a human dies.
    It's still work in progress so this may change a bit, but you see the point.
     
    Just a few examples of masteries, to give you an idea :
    Usp45 : Lvl2 = precision increase, lvl3 = damage increase. lvl4 = more ammo from ammo regen, lvl 5 = heals you 5 HP when you kill a zombie
    Mp5 : Lvl2 = Precision increase, lvl3 = firing rate increase, lvl4 = damage increase, lvl5 = You have a 15% damage resistance when infliction is over 75%
    Zombie : Lvl2 = health increase, lvl3 = speed increase, lvl4 = propkill force increased, lvl5 = 30% chances to respawn on your death spot, maximum twice (this was in the original ZS but for some reason it got removed, so I brought it back here )
    Fast Headcrab : lvl 2 & 3 = health increase, lvl4 = speed increase, lvl5 = perma regeneration (2HP / second)
     
    When is the next demo ?
    Hopefully soon
    I wanted to do this at the end of the month but this is going to be tight, I'll post about it whenever the game will be ready for a demo.
     
  9. Like
    Chikennugget1 got a reaction from SOUR in Introducing Zombie Survival : Redeemed Edition   
    Another quick update as of today 15/04/2021
     
    DONE
    - Masteries system (what once was called "challenges"), see below.
    - Icon designs (well, I've got some of them in the game, Mansen is doing the others)
    - Added the "sometimes I dream about cheese" and other voices for human players
    - Added a few zombie skins and a few new guns
     
    TODO
    - Polish the masteries and make sure they all work (we will need a demo for this, I'm afraid ) + do a menu for displaying information about them
    - Admin menu + fix the chat commands
    - Headcrab fixes
    - Minor fixes / changes
     
     
    So, what are masteries ?
    It's basically a weapon / zombie class levelling system. See, humans have to kill to get new guns, that's a vertical levelling. More kills = better guns.
    With masteries it's an horizontal levelling. You can now improve every weapon to increase some of their stats (damage, firing rate, amount of ammo regen and such) and unlock a "unique" bonus, depending on the weapon (well,  some weapons currently share similar bonuses, but this could be changed later).
    The same goes for the zombies. Each class can be improved to increase some stats (health, speed, damage etc) and they get a specific perk at the end.
    The stats aren't changed that much, we're talking about small numbers. It's not supposed to be gamebreaking, but it will help players that have difficults getting new weapons or that would like to stick with specific ones.
    Also, the stats increase and perks are weapon-dependent. You need to equip the weapon to have the stats and perks active.
     
    Weapons and classes have a maximum of 5 levels. When getting a weapon or picking a zombie class for the first time, you start at level 1.
    Levels aren't permanent, starting a new game/map will reset everything to zero. It's like a MOBA where you have to level up your character.
     
    Earning XP is usually done by killing players, but for the sake of accessibility, it can also be earned through damaging others : damaging a player gives you a small amount of XP. Killing a player gives you a fixed amount of XP + the XP earned from damaging them.
    Zombies can also earn XP by damaging/breaking func_breakable props (breakable walls, planks), and they get a few XP whenever a human dies.
    It's still work in progress so this may change a bit, but you see the point.
     
    Just a few examples of masteries, to give you an idea :
    Usp45 : Lvl2 = precision increase, lvl3 = damage increase. lvl4 = more ammo from ammo regen, lvl 5 = heals you 5 HP when you kill a zombie
    Mp5 : Lvl2 = Precision increase, lvl3 = firing rate increase, lvl4 = damage increase, lvl5 = You have a 15% damage resistance when infliction is over 75%
    Zombie : Lvl2 = health increase, lvl3 = speed increase, lvl4 = propkill force increased, lvl5 = 30% chances to respawn on your death spot, maximum twice (this was in the original ZS but for some reason it got removed, so I brought it back here )
    Fast Headcrab : lvl 2 & 3 = health increase, lvl4 = speed increase, lvl5 = perma regeneration (2HP / second)
     
    When is the next demo ?
    Hopefully soon
    I wanted to do this at the end of the month but this is going to be tight, I'll post about it whenever the game will be ready for a demo.
     
  10. Like
    Chikennugget1 got a reaction from Azae Celestis in Introducing Zombie Survival : Redeemed Edition   
    Another quick update as of today 15/04/2021
     
    DONE
    - Masteries system (what once was called "challenges"), see below.
    - Icon designs (well, I've got some of them in the game, Mansen is doing the others)
    - Added the "sometimes I dream about cheese" and other voices for human players
    - Added a few zombie skins and a few new guns
     
    TODO
    - Polish the masteries and make sure they all work (we will need a demo for this, I'm afraid ) + do a menu for displaying information about them
    - Admin menu + fix the chat commands
    - Headcrab fixes
    - Minor fixes / changes
     
     
    So, what are masteries ?
    It's basically a weapon / zombie class levelling system. See, humans have to kill to get new guns, that's a vertical levelling. More kills = better guns.
    With masteries it's an horizontal levelling. You can now improve every weapon to increase some of their stats (damage, firing rate, amount of ammo regen and such) and unlock a "unique" bonus, depending on the weapon (well,  some weapons currently share similar bonuses, but this could be changed later).
    The same goes for the zombies. Each class can be improved to increase some stats (health, speed, damage etc) and they get a specific perk at the end.
    The stats aren't changed that much, we're talking about small numbers. It's not supposed to be gamebreaking, but it will help players that have difficults getting new weapons or that would like to stick with specific ones.
    Also, the stats increase and perks are weapon-dependent. You need to equip the weapon to have the stats and perks active.
     
    Weapons and classes have a maximum of 5 levels. When getting a weapon or picking a zombie class for the first time, you start at level 1.
    Levels aren't permanent, starting a new game/map will reset everything to zero. It's like a MOBA where you have to level up your character.
     
    Earning XP is usually done by killing players, but for the sake of accessibility, it can also be earned through damaging others : damaging a player gives you a small amount of XP. Killing a player gives you a fixed amount of XP + the XP earned from damaging them.
    Zombies can also earn XP by damaging/breaking func_breakable props (breakable walls, planks), and they get a few XP whenever a human dies.
    It's still work in progress so this may change a bit, but you see the point.
     
    Just a few examples of masteries, to give you an idea :
    Usp45 : Lvl2 = precision increase, lvl3 = damage increase. lvl4 = more ammo from ammo regen, lvl 5 = heals you 5 HP when you kill a zombie
    Mp5 : Lvl2 = Precision increase, lvl3 = firing rate increase, lvl4 = damage increase, lvl5 = You have a 15% damage resistance when infliction is over 75%
    Zombie : Lvl2 = health increase, lvl3 = speed increase, lvl4 = propkill force increased, lvl5 = 30% chances to respawn on your death spot, maximum twice (this was in the original ZS but for some reason it got removed, so I brought it back here )
    Fast Headcrab : lvl 2 & 3 = health increase, lvl4 = speed increase, lvl5 = perma regeneration (2HP / second)
     
    When is the next demo ?
    Hopefully soon
    I wanted to do this at the end of the month but this is going to be tight, I'll post about it whenever the game will be ready for a demo.
     
  11. Upvote
    Chikennugget1 got a reaction from AleksCore in Introducing Zombie Survival : Redeemed Edition   
    Another quick update as of today 15/04/2021
     
    DONE
    - Masteries system (what once was called "challenges"), see below.
    - Icon designs (well, I've got some of them in the game, Mansen is doing the others)
    - Added the "sometimes I dream about cheese" and other voices for human players
    - Added a few zombie skins and a few new guns
     
    TODO
    - Polish the masteries and make sure they all work (we will need a demo for this, I'm afraid ) + do a menu for displaying information about them
    - Admin menu + fix the chat commands
    - Headcrab fixes
    - Minor fixes / changes
     
     
    So, what are masteries ?
    It's basically a weapon / zombie class levelling system. See, humans have to kill to get new guns, that's a vertical levelling. More kills = better guns.
    With masteries it's an horizontal levelling. You can now improve every weapon to increase some of their stats (damage, firing rate, amount of ammo regen and such) and unlock a "unique" bonus, depending on the weapon (well,  some weapons currently share similar bonuses, but this could be changed later).
    The same goes for the zombies. Each class can be improved to increase some stats (health, speed, damage etc) and they get a specific perk at the end.
    The stats aren't changed that much, we're talking about small numbers. It's not supposed to be gamebreaking, but it will help players that have difficults getting new weapons or that would like to stick with specific ones.
    Also, the stats increase and perks are weapon-dependent. You need to equip the weapon to have the stats and perks active.
     
    Weapons and classes have a maximum of 5 levels. When getting a weapon or picking a zombie class for the first time, you start at level 1.
    Levels aren't permanent, starting a new game/map will reset everything to zero. It's like a MOBA where you have to level up your character.
     
    Earning XP is usually done by killing players, but for the sake of accessibility, it can also be earned through damaging others : damaging a player gives you a small amount of XP. Killing a player gives you a fixed amount of XP + the XP earned from damaging them.
    Zombies can also earn XP by damaging/breaking func_breakable props (breakable walls, planks), and they get a few XP whenever a human dies.
    It's still work in progress so this may change a bit, but you see the point.
     
    Just a few examples of masteries, to give you an idea :
    Usp45 : Lvl2 = precision increase, lvl3 = damage increase. lvl4 = more ammo from ammo regen, lvl 5 = heals you 5 HP when you kill a zombie
    Mp5 : Lvl2 = Precision increase, lvl3 = firing rate increase, lvl4 = damage increase, lvl5 = You have a 15% damage resistance when infliction is over 75%
    Zombie : Lvl2 = health increase, lvl3 = speed increase, lvl4 = propkill force increased, lvl5 = 30% chances to respawn on your death spot, maximum twice (this was in the original ZS but for some reason it got removed, so I brought it back here )
    Fast Headcrab : lvl 2 & 3 = health increase, lvl4 = speed increase, lvl5 = perma regeneration (2HP / second)
     
    When is the next demo ?
    Hopefully soon
    I wanted to do this at the end of the month but this is going to be tight, I'll post about it whenever the game will be ready for a demo.
     
  12. Upvote
    Chikennugget1 reacted to riversbox in What's the best zombie survival game?   
    Not a lot of wave/timer based Z survival games out there, these are the best I can think of:
    Killing Floor series is pretty satisfying. It has waves of mutated monsters and a boss at the end. It also has slow motion kill effects, it's pretty cool. Can be played single-player or multi-player. Probably the closest to gmod zs there is.
    No More Room in Hell is a source mod survival game where you're thrown into a Z infested city and have to weave through streets, alleys and buildings to find a way out. Single-player or multi-player
    World War Z is a game based in the universe of the world war z movie. It has a storyline with super hordes of undead. It also has a multiplayer matchmaking system with various game modes, one of them being Horde mode, endless waves of undead. (currently on sale 80% off)
    State of Decay is more survival rpg. You can find and recruit other survivors and use empty houses as bases. You have to scavenge for resources and keep your survivors happy as well, but the leveling and crafting system is quite satisfying.
  13. Upvote
    Chikennugget1 got a reaction from riversbox in What's the best zombie survival game?   
    This one : 
    It's not out yet but it will be awesome 
    Else, it's been a good decade since I had fun on a good zombie game, but Left 4 Dead / L4D2 and Killing Floor 2 are the closest thing to ZS I can think of.
    For a pandemic simulation game... Plague Inc maybe ?
     
  14. Like
    Chikennugget1 got a reaction from Cena in What's the best zombie survival game?   
    This one : 
    It's not out yet but it will be awesome 
    Else, it's been a good decade since I had fun on a good zombie game, but Left 4 Dead / L4D2 and Killing Floor 2 are the closest thing to ZS I can think of.
    For a pandemic simulation game... Plague Inc maybe ?
     
  15. Like
    Chikennugget1 got a reaction from test1 in Introducing Zombie Survival : Redeemed Edition   
    I'm working on the "challenge" system at the moment. I'll unveil the details later although I've posted about it on discord
     
    But anyway, if everything goes as fast as I would like, we'll probably have a new demo by the end of April. It may be sooner, or later.
  16. Like
    Chikennugget1 got a reaction from Cena in Introducing Zombie Survival : Redeemed Edition   
    Time for a quick update, today 09-03-2021 :
     
    DONE :
    - Achievements / achievement system : all the original ones are there + added a shitton of new ones that are earned in different ways (killing, finishing maps, doing specific actions etc). There are around 200 achievements now, and maybe a bunch of new ones could be added later
    - Reward unlocking system : getting an achievement can unlock a title and/or player icon
    - Titles implementation
    - Player icons (in progress, I've got the help of Mansen for the design part)
    - Added a few other skins / toys in the shop
     
    Next TODOs :
    - Add the icon designs
    - Polish the existing upgrades / add a few new upgrades
    - Work on a challenge system (to be defined yet)
  17. Like
    Chikennugget1 got a reaction from test1 in Introducing Zombie Survival : Redeemed Edition   
    No problem with showcasing gameplay during the demos or when the game is released. More visibility is a good thing
     
    Also the videos on the other thread are actual videos from the demos, so yeah the gameplay is and will remain fast-paced and such
     
  18. Like
    Chikennugget1 got a reaction from Azae Celestis in Introducing Zombie Survival : Redeemed Edition   
    I'm working on the "challenge" system at the moment. I'll unveil the details later although I've posted about it on discord
     
    But anyway, if everything goes as fast as I would like, we'll probably have a new demo by the end of April. It may be sooner, or later.
  19. Like
    Chikennugget1 reacted to riversbox in Introducing Zombie Survival : Redeemed Edition   
    me when Redeemed Edition is released:
    0
  20. Thanks
    Chikennugget1 got a reaction from Mansen in Zombie Survival : Redeemed Edition public demo ! [20/11/20 - 22/11/20]   
    Hi fellow survivors !
    I'm happy to announce that a public demo weekend for Zombie Survival : Redeemed Demo is planned for the following dates :
    Friday, November 20th at 19:00:00 GMT time to Sunday, November 22nd 23:59:59
    In the mean time, a private test demo is planned this week to make a few adjustments / optimizations.
     
    Server IP is  : 5.2.65.5:22054
    Please note that the following content won't be part of the demo :
    - Greenshop
    - Achievements
    - Unlockable content
    - General Menu (aka F1 / help menu, thought there might be a placeholder menu for the demo)
     
    If you join the game during the demo weekend, you will be able to earn Greencoins that will be added to your account when the final mod will be released !
    Participants will also get an exclusive in-game title that will be awarded on release  !
    Make sure to join the Mr Green Gaming Discord to have fun with us during that weekend !
     
    More details will be added in this topic in the next days !
     
    See you during the zombie apocalypse !
    Here is a little clip taken during this weekend's private demo (first link doesnt work, watch the other one) :
     

    413117622_zsdemoprivate.mp4
  21. Like
    Chikennugget1 reacted to loogiah in Introducing Zombie Survival : Redeemed Edition   
    by the way, I'm willing to use my youtube channel to provide exposure to the server (doing it completely on my own, for free, dw) if that's okay for the admins of this project I will gladly do it I got around 2.5k subs since I'm known in another community of another game. If any of the admins wanna add me to talk about it add me on steam (https://steamcommunity.com/id/theactualloogiah)    and I'll give you my info, so that I don't spam it here ^^


    another "shower thought": I'd really like if the mode was still fast paced and frenetic like those videos in another thread showcasing old ZS gameplay.

     
  22. Like
    Chikennugget1 got a reaction from Mansen in Introducing Zombie Survival : Redeemed Edition   
    Time for a quick update, today 09-03-2021 :
     
    DONE :
    - Achievements / achievement system : all the original ones are there + added a shitton of new ones that are earned in different ways (killing, finishing maps, doing specific actions etc). There are around 200 achievements now, and maybe a bunch of new ones could be added later
    - Reward unlocking system : getting an achievement can unlock a title and/or player icon
    - Titles implementation
    - Player icons (in progress, I've got the help of Mansen for the design part)
    - Added a few other skins / toys in the shop
     
    Next TODOs :
    - Add the icon designs
    - Polish the existing upgrades / add a few new upgrades
    - Work on a challenge system (to be defined yet)
  23. Upvote
    Chikennugget1 got a reaction from Quad_Tube in Introducing Zombie Survival : Redeemed Edition   
    Time for a quick update, today 09-03-2021 :
     
    DONE :
    - Achievements / achievement system : all the original ones are there + added a shitton of new ones that are earned in different ways (killing, finishing maps, doing specific actions etc). There are around 200 achievements now, and maybe a bunch of new ones could be added later
    - Reward unlocking system : getting an achievement can unlock a title and/or player icon
    - Titles implementation
    - Player icons (in progress, I've got the help of Mansen for the design part)
    - Added a few other skins / toys in the shop
     
    Next TODOs :
    - Add the icon designs
    - Polish the existing upgrades / add a few new upgrades
    - Work on a challenge system (to be defined yet)
  24. Like
    Chikennugget1 reacted to Azae Celestis in Introducing Zombie Survival : Redeemed Edition   
    ༼ つ ◕_◕ ༽つ NUGGET TAKE MY ENERGY ༼ つ ◕_◕ ༽つ
  25. Like
    Chikennugget1 got a reaction from Azae Celestis in Introducing Zombie Survival : Redeemed Edition   
    Hi fellow Greenies ! 
    You may know it, but Lejorah and Lucker are working on a new version of ZS which is a continuity of the 2012 Mr Green ZS.
    On my side, I've been working on another project too !
    Thanks to Deluvas (RIP mate), I had access to the 2010 version of ZS. From there, I have been working on a complete re-coding of a 2008-2009-styled Zombie Survival :
    Zombie Survival : Redeemed Edition
     by Mr.Green
    This is a work-in-progress project, so it isn't finished as of today (18/09/20), but you can find below some information and a first small gameplay footage (don't mind the AI players, they're dumb ).
    https://streamable.com/m2cno6
     
    What makes ZS:RE different from the current Zombie Survival forks ?
    For a long time, ZS has turned from a timer-based game to a wave-based one.
    Also, cading has taken a proeminent role. Players basically had to make the best barricade possible and survive 6 waves of enemies. They had to buy guns through a shop or crates. Zombie classes were unlocked at each wave.
    I'm not saying that this is a bad mod or anything, but I have always dreamed of replaying the ZS we had around 2008-2009. The one that felt easier, had a faster pace and felt like an arcade game.
    A game of Redeemed Edition runs like the ones you could play around 2008-2009 : You spawn as a human, you have to survive for 20 mins and you get new guns by killing zombies.
    Someone is chosen to be a zombie and from there starts the game
    Barricading still exists, but it's a minor aspect. You're encouraged to run and gun when possible
    Zombie classes are unlocked through infliction. That means that if a % of players has been killed at some time, new classes are available for use.
    How many zombie classes are there ?
    There are 8 classes that you can play : Zombie, Headcrab, Fast Headcrab, Wraith, Fast Zombie, Poison Headcrab, Poison Zombie, Chem Zombie.
    I don't plan to add new classes in the near future, but maybe variations of existing classes.
    How do I get new weapons ?
    As a human, you get new weapons by killing zombies. Just like the good old time
    You start with a pistol (USP-45 / P-228) and a melee weapon (knife/crowbar).
    Each X kills you are a granted a new weapon, which is more powerful than the previous one you had.
    You keep all the weapons you have, and you can also pick up the ones left by your dead teammates.
    How does redeeming works ?
    As a zombie, after killing 8 humans (or 6 with the Fast Redeem upgrade) you can either redeem automatically or by pressing F2. You can choose if you want to enable the auto-redeem in the options.
    Will there be things to unlock ?
    For now, this isn't implemented but I'm planning to add in-game achievements to unlock (original ones that were here 10 years ago + new ones).
    I'd also like to add titles tied to these achievements and maybe nameplates or player icons that you can get in a similar fashion.
    Ultimately, I'd also like to add unlockable skins for zombies but this is just an idea at the moment, nothing has been decided yet.
    Will there be a Green Shop ?
    Yes. You will be able to buy hats, upgrades, and - given that I have implemented them - namesplates/player icons.
    Can I propkill humans ? 😆
    Yes, you can throw tires / plastic cans / whatever at humans and get some easy brains
    When will ZS : RE be available ?
    I can't give you a release date yet, because there are still some stuff to do. For now the game is playable-ish but is missing some key features, a backend, and needs some fixes regarding animations.
    I'm hoping to release an alpha/demo at the end of october, but this isn't a guaranteed date. I can't work at full-time on this due to IRL work.
    I will post updates in this thread when I have some news to give, so stay tuned !
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