[QUOTE=SteveUK;46301448]Really? A launcher for a mod?[/QUOTE]
We have used a launcher for months now due its still under Closed Alpha :v: (And this is the re-made version because the old one wasn't user-friendly at all) And if we get Greenlit on steam, there will be no launcher.
What makes a mod require anything post launch? It makes sense for version controlling your closed versions, but for this?
If what I'm reading on that news release is right, then it's to make sure nobody can play it after the 3 days?
If you want to keep faith in this project don't play the "alpha" or keep reading this post.
I've tried the alpha since I was curious how far this project had gotten from the last time I cussed it and it was awful.
It contains 2 maps, 3 weapons, 4 playermodels (selecting one of them actually crashes your game) and 2 Half-Life 2 zombie reskins.
That's about it.
Zombies are just HL2 reskins without headcrabs. They use the same AI, same attacks and killing them only results in a flailing ragdoll. They spawn by slowly fading in from transparency in your way and the game doesn't seem to manage spawning at all so your game will slow down after a while because the game unresponsibly just keeps spawning them.
AI Soldiers are reskinned combines (a friend of mine remarked the models were stolen) which occasionally throw HL2 grenades and after a while decide to commit suicide by charging zombie crowds with their melee attack.
The weapons feel unsatisfying to use with below-mediocre models and textures, basically no recoil and ridiculously long reloads (the Remington shotgun both takes 1 second to pump aswell as 1 second to reload a single shell).
One of the maps is an awful City17 deathmatch-like map which seems like it wasn't actually made for this mod since you can jump on half the props and zombies can't reach you anymore.
The other map is broken since the "suitcase" (the HL2 crowbar) cannot be delivered.
"Fred" is just the jewel on top of everything else. Where you expect a tanky but slow large zombie you find this extremely irritating model of a fat something that runs around on the map instantkilling anything. Unless you're moving of course since it just uses the HL2 poison zombie heavy swing.
Don't anyone dare argument this with "its an alpha dude cmon", NOTHING that made brainbread good was in this. Everything that was there was shit. An alpha should be there to set the gameplay basics but this is just like running around in Garry's Mod spawning a couple zombies and using shitty SWeps.
We're sorry to hear that you've found BB2 to be so disappointing, would you mind giving us a proper explanation or at least tell us what you expected for this alpha?
[QUOTE=Essante;46310475]If what I'm reading on that news release is right, then it's to make sure nobody can play it after the 3 days?[/QUOTE]
Nope, People who got keys before will able to play anytime.
Well I don't mind any of the visual defections/placeholder content (they did top off the negative impression I got), however you should focus on setting the gameplay basics first.
The developmental process of creating a game sets the gameplay prototype before anything else.
Brainbread was all about slow moving zombies that take a huge beating when you shoot them in the chest but usually went down quickly after 1-2 shots to the head depending on the gun. Wildly shooting into a crowd of zombies would result in almost no deaths and therefore prioritizing closer targets and taking aim for the head would bring challenge to being more successful.
Their attacks consist of almost instant hits once they're touching you so the players aim is to not let them get into that range.
BB2 uses HL2 zombies. This means they only get slightly more damage when shot to the head but also dont endure too much when shot anywhere else - so much the trade off between taking the time for a headshot and just blindly shooting them in the chest is minimal. They also seem more tanky overall, numbing the entire experience to a feeling of just shooting bulletsponges in the chest.
Since you still have the HL2 base, their attacks also work differently - they have animations with large setups that you can easily evade by stepping back. While you can't completely just pass them their danger ultimately is lowered a lot compared to the first game.
I suggest you start reworking zombies ASAP and create your own NPC for them since they're the biggest part and biggest problem in BB2.
Don't reuse [U]anything[/U], HL2 zombies are not designed to be fought in the huge masses you're supposed to face in BB. Give them animations where the head hitbox doesn't quite move around as much to make headshots possible. Every source zombie mod ever died to reusing HL2 zombies.
As I've also stated in my post, the firearms currently are awful (which could be a back and forth balancing problem juggling process given the terrible zombies).
There is no recoil, reload times are awful, guns don't do much damage.
While you could stuff it under the visual department, visual feedback of damage done in the form of gore actually was quite important in BB too, so that should be something you need to prioritize on as well.
Other aspects include playtesting, you really could have avoided the countless spelling mistakes in all the small character exposition tidbits aswell as crashes of simply picking one of the characters.
[QUOTE=FlyingAlien;46314195]Well I don't mind any of the visual defections/placeholder content (they did top off the negative impression I got), however you should focus on setting the gameplay basics first.
The developmental process of creating a game sets the gameplay prototype before anything else.
Brainbread was all about slow moving zombies that take a huge beating when you shoot them in the chest but usually went down quickly after 1-2 shots to the head depending on the gun. Wildly shooting into a crowd of zombies would result in almost no deaths and therefore prioritizing closer targets and taking aim for the head would bring challenge to being more successful.
Their attacks consist of almost instant hits once they're touching you so the players aim is to not let them get into that range.
BB2 uses HL2 zombies. This means they only get slightly more damage when shot to the head but also dont endure too much when shot anywhere else - so much the trade off between taking the time for a headshot and just blindly shooting them in the chest is minimal. They also seem more tanky overall, numbing the entire experience to a feeling of just shooting bulletsponges in the chest.
Since you still have the HL2 base, their attacks also work differently - they have animations with large setups that you can easily evade by stepping back. While you can't completely just pass them their danger ultimately is lowered a lot compared to the first game.
I suggest you start reworking zombies ASAP and create your own NPC for them since they're the biggest part and biggest problem in BB2.
Don't reuse [U]anything[/U], HL2 zombies are not designed to be fought in the huge masses you're supposed to face in BB. Give them animations where the head hitbox doesn't quite move around as much to make headshots possible. Every source zombie mod ever died to reusing HL2 zombies.
As I've also stated in my post, the firearms currently are awful (which could be a back and forth balancing problem juggling process given the terrible zombies).
There is no recoil, reload times are awful, guns don't do much damage.
While you could stuff it under the visual department, visual feedback of damage done in the form of gore actually was quite important in BB too, so that should be something you need to prioritize on as well.
Other aspects include playtesting, you really could have avoided the countless spelling mistakes in all the small character exposition tidbits aswell as crashes of simply picking one of the characters.[/QUOTE]
We won't use any HL2/CSS assets later on, currently we can't due we need to re-create them and our modeling team is very small (about 2 people) currently so it takes time unfortunately. We are also currently working on our own rig to insert new and fresh animations for the NPC and the players (gib system will be implemented after). And about the crashing bug after selecting a character, we are currently working on the problem to fix this issue.
We will also remake the base for the zombies so it doesn't use HL2 standard code. They will be more like BB Zombies after the gib system is implemented, then the Hit Boxes will actually work properly. And sorry about the spelling mistakes, we aren't native English speakers, so there will be some here and there. But we will go over it again to fix the spelling errors.
Anyways, thanks for the feedback!
So do you guys actually have anyone who knows how to implement gibbing brainbread style lol because it seems like an extremely difficult programming task....especially with source engine.
[QUOTE=nayr7259;46318480]So do you guys actually have anyone who knows how to implement gibbing brainbread style lol because it seems like an extremely difficult programming task....especially with source engine.[/QUOTE]
There is 2 steps, modeling the gibs, and making many different bodygroups for the model (goes for every zombie model, and they need to have their own custom gib, or we can go lazy and everyone use the same gib model). And of course the programming, but our problem is on the modeling side sadly. And making it like BrainBread 1 gibbing would be too easy. We have some concepts for our gibbing system, which is very gory. (Kinda like L4D2 / SoFII gib system)