Freedom Isn't Free by Almax27
Freedom Isn't Free
Zombie survival
We had grand plans during the jam but unfortunately were unable to fulfil half of them, the most of glaring of which: a winning condition. So Just try not to die :P
Controls:
WSAD = Movement
Left click = Shoot
Right click = Melee
1-3 = Change weapon
Q = Cycle weapon
F = Place flare
H = Help screen
[Note: the Jam Submission version has everything unlocked from the start, but in the Post-Jam version you will need to find money and buy new weapons from the shop]
Post-Jam Tips:
The shop can be found in the center-right of the map
Use flares to distract large groups of zombies
Melee weapons are a cost effective way to dispatch smaller groups of zombies, but try not to get cornered!
Health can be bought at the shop
Pressing 'H' at any time brings up the help menu and pauses the game
------ Update 12/12/2014
Advanced AI: - Zombies have line of sight and track your last known position
Flares are useful: - Zombies will be attracted to flares to help you distract them and make a quick get away
Optimised lighting: - Lighting is now 30% more efficient, yay!
Help screen: - Helpful popup with controls, credits
Splash screen: - The Admiral returns :D
------ Update 15/12/2014
Objectives: - Collect objectives scattered around the map to earn money
Shop: - Spend money on flares, ammo, health and new weapons
Win condition: - Earn enough money to buy your freedom
------ Update 16/12/2014
Balancing: - Tweaked objective income
More Money: - Added money drops from zombies
Shop dude: - Put a dude in the shop
Shop light: - Added light to the shop building
---------------------------
Coming soon:
Pickups: ammo, flare, money and health pickups around the map, they will be quite rare to find though!
End Screen: a unique visual/effect when you buy your freedom
New Zombie types: screamer (attracts other zombies) boomer (goes boom!)
Zombie survival
We had grand plans during the jam but unfortunately were unable to fulfil half of them, the most of glaring of which: a winning condition. So Just try not to die :P
Controls:
WSAD = Movement
Left click = Shoot
Right click = Melee
1-3 = Change weapon
Q = Cycle weapon
F = Place flare
H = Help screen
[Note: the Jam Submission version has everything unlocked from the start, but in the Post-Jam version you will need to find money and buy new weapons from the shop]
Post-Jam Tips:
The shop can be found in the center-right of the map
Use flares to distract large groups of zombies
Melee weapons are a cost effective way to dispatch smaller groups of zombies, but try not to get cornered!
Health can be bought at the shop
Pressing 'H' at any time brings up the help menu and pauses the game
------ Update 12/12/2014
Advanced AI: - Zombies have line of sight and track your last known position
Flares are useful: - Zombies will be attracted to flares to help you distract them and make a quick get away
Optimised lighting: - Lighting is now 30% more efficient, yay!
Help screen: - Helpful popup with controls, credits
Splash screen: - The Admiral returns :D
------ Update 15/12/2014
Objectives: - Collect objectives scattered around the map to earn money
Shop: - Spend money on flares, ammo, health and new weapons
Win condition: - Earn enough money to buy your freedom
------ Update 16/12/2014
Balancing: - Tweaked objective income
More Money: - Added money drops from zombies
Shop dude: - Put a dude in the shop
Shop light: - Added light to the shop building
---------------------------
Coming soon:
Pickups: ammo, flare, money and health pickups around the map, they will be quite rare to find though!
End Screen: a unique visual/effect when you buy your freedom
New Zombie types: screamer (attracts other zombies) boomer (goes boom!)
Ratings
| Coolness | 87% | 2 |
| Overall(Jam) | 3.32 | 408 |
| Audio(Jam) | 3.33 | 246 |
| Fun(Jam) | 3.26 | 346 |
| Graphics(Jam) | 3.59 | 352 |
| Humor(Jam) | 1.97 | 772 |
| Innovation(Jam) | 2.46 | 834 |
| Mood(Jam) | 3.60 | 157 |
| Theme(Jam) | 3.74 | 317 |
Would have loved some constraints and challenges to add some more to the gameplay (having limited ammo and being forced to search some more...)
But I liked the game, a LOT :D
I've been working in the evenings since the end of the jam to try and finish all the features we wanted to add in:
Done:
Advanced AI: Zombies have line of sight and track your last known position
Flares are useful: Zombies will be attracted to flares to help you distract them when you're low on ammo/health
Optimised lighting: lighting is now 30% more efficient, yay!
Coming soon:
Objectives: collect objectives scattered around the map to earn money
Shop: spend money on flares, ammo, health and new weapons
Pickups: ammo, flare, money and health pickups around the map, they will be quite rare to find though!
Help screen: helpful popup with controls, credits, volume control etc
Win condition: earn enough money to buy your freedom
I'll be uploading a new build tonight, so check back then! :D
lonely2012
With the feel down, if you get the right objective and balance, you could really have something here.
One technical thing I noticed: if I shoot and hit a zombie out of visible range, I still see blood spurts. So I can kind of probe around at a distance and know where to shoot the machine gun.
Cool start.
The AI was the second biggest time sink since I had to basically rebuild the collision mesh for unity's navmesh tool in the xz plane and convert lookups into it back to the xy plane at run time.
@pkenny thanks for the feedback! It was actually a concious decision to make blood appear in non lit areas as we intended to have limited ammo, which would limit the abuse of 'probing' while add a risk/reward to it (probing is useful but you don't want to waste ammo)
The shotgun sound is like a pistol and machine gun is a little too loud for me (but good). I dig the hit sound and pistol. The music seems off... not sure how to describe why. It's more like all the children died and then the credits of a movie start playing with this song.
I also think you should just be able to hold down fire instead of clicking rapidly for pistol although this may be less annoying with limited ammo (or if each bullet mattered more - increase damage?).
Just the gameplay was rather shallow (but I guess you already knew that)
I'll have to rate the playability based on the 72-hour version, but I'm glad you kept going with this -- the post-compo version is *really* shaping up.