Upload
nathaniel-baird
View
34
Download
0
Embed Size (px)
Citation preview
Nathaniel Baird
4/20/2016
Untitled Zombie Game Write-Up
While working on TRIAD my inexperience with Unity, Blender and C# caused me to
spend more time troubleshooting problems than I would have liked. Additionally my approach to
the construction of the game was inefficient. For example, I spent too much time modeling and
animating the player’s weapon. Ideally such endeavors occur only after a working prototype of
the game is finished. After working on TRIAD, then, I wanted to practice efficiency. The goal
was to create a working prototype over the course of a single weekend. I would use only one
level and spawn increasingly threatening zombies in waves. As the player’s kill count increases
he would be rewarded with more devastating weaponry. The spawn locations of the zombies and
weapons (as well as the specific types of weapons) would be randomly determined. Finally, if
the player were unlucky enough the lights in the game would go out for a single zombie wave,
causing considerable tension. My hope was that both efficient use of time and effective use of
random number generators would result in an unpredictable and replayable experience.
The project’s main success was that I managed to hold myself to my goal concerning
efficiency. I completed all of the necessary tasks (modeling, rigging, animating, designing,
coding and sound editing) in a couple of days. Because of how efficiently I spent my time I was
able to attend more closely to the game elements which I deemed problematic during testing
periods. For example, I was provided with more opportunities to tweak the weapon balance and
the map layout. Early on I recognized that the pistol which the player begins with was far too
powerful due to its rate of fire and accuracy. I chose to solve this problem by giving the weapon
(and various other weapons) a degree of inaccuracy. This change, which I had not considered
previously, helped give many of the weapons a unique personality. I also found that it was too
easy for the player to backpedal around the arena, eventually causing the zombies to clump up in
one big pile, resulting in the tedious experience of shooting ineffectual bullets into the endless,
slow-moving pile of zombie flesh. To alleviate this problem I constructed level geometry aimed
at trapping a player too focused on backpedaling. A narrow alleyway cuts the map in two and
forces the player to either avoid it and occupy a fraction of the game space or pass through it,
risking the possibility of becoming trapped by zombies entering from the other side. I found that
a conservative use of time (utilizing the most basic weapon models and avoiding weapon
animations all together) allowed me to attend to core gameplay related problems and their
solutions.
The unpredictable nature of the game provides it a considerable degree of replayability,
especially considering that the level geometry never changes throughout the experience. There is
a tension in hoping that certain weapons spawn. The experience of climbing up a tower’s
walkways to see which weapon has spawned in is engaging, particularly when the player has
been relying on a rather ineffective weapon up till that moment. The game does not encourage
players to remain stationed on one single building for their entire playthrough. Not only do the
semi-randomized spawn locations force the player to maneuver about the map, but some of most
entertaining moments occur when a player must abandon their temporary fortress as the zombie
hoard streams up its pathways.
I believe that the zombie sound effects turned out well enough given the low amount of
time I spent on them. Most of their groans are merely ordinary yells and screams pitched down in
Audacity. An exception I am particularly proud of, however, is the zombie’s head explosion
sound effect. I used a recording of a man biting into a cabbage and adjusted its pitch and speed to
render its sound heavier and shorten its duration. I then combined the result with the noise of a
popping plastic clamp to provide the clip with a crisp initiation. The result is a convincing head
shot sound clip!
Despite accomplishing the goals listed above the final product suffers from numerous
issues. Those relate to the ways in which certain weapons function, the weapon spawning
system, the player’s movement and how failure is presented to the player.
One significant problem with the game is that some of its weapons are underpowered or
boring. Although adding varying degrees of inaccuracy to the weapons had an overall positive
influence on the game the addition introduces problems of its own. One problem is the weapons
begin and remain at their peak inaccuracy, meaning that the first shot fired from the pistol is as
inaccurate as the fifth. While others tested the game I noticed that after firing a few shots at
distant targets they determined (falsely) that their weapon had a limited range. An easy fix to this
problem would be to gradually increase the inaccuracy of weapons as they are fired in quick
succession. Such a feature would also increase the skill required to play the game, as players
would need to learn to fire the weapons in different patterns rather than clicking the left mouse
button as fast as possible.
Another issue with two of the weapons in particular is their firing rate. The slingshot and
the flintlock pistol are the two slowest firing weapons in the game. The slingshot at least is
interesting to use; it is the only weapon in the game which fires projectiles visible to the player.
Although the slingshot is perfectly accurate (shots land in the same place every time) its
projectiles gradually lose altitude. The player is rewarded for achieving headshots with the
slingshot as it does tremendous damage. Body shots, on the other hand, are ineffectual, thus the
slingshot is a weapon that is difficult to master but capable of dealing extreme damage.
Unfortunately it fires so slowly that even a well practiced sling shot user cannot hope to pick off
enough zombies before they pose a serious threat. The slingshot is a weapon that is begging for a
slightly more complicated set of mechanics governing the gunplay. Enforcing a limited amount
of ammo for the other weapons or implementing a system which provides the player more points
for using more difficult weaponry could increase its viability. The flintlock pistol is nearly as
ineffective though not nearly as much fun. Its gimmick is that it packs an enormous punch while
sporting terrible accuracy. The weapon will at best cause the player to crack a brief smile once he
recognizes how terrible the weapon is. Here is where the game’s randomness detracts from the
overall experience. It can be frustrating for the player (particularly on repeat playthroughs) to be
provided these less than optimal tools by the game solely because he is not lucky enough to
obtain more effective ones. I established the weapon spawn system such that at later waves
higher tier weapons have a chance of spawning in the game. What I did not do (but should have
done) was add a cut-off point at which lower tier weapons had no chance whatever of spawning
in place of the more desirable high tier alternatives. Had I done this some excitement regarding
which tools are provided to the player would be preserved while ensuring that the player loses
the game due to his own failures rather than due to sheer chance.
A further problem which persists both here and in TRIAD concerns the player’s
movement. The player movement script I wrote ensures that the player’s forward direction is the
direction which the camera is facing in. This means that when the player stares at the floor while
trying to move forward he will be completely stuck! This issue was less noticeable in TRIAD but
is far more apparent here. That is because there are many occasions in which a player must
abandon a piece of level geometry by walking off of it and falling to the floor. But if the player
tries to look toward where they might land it is likely that they will find their character
completely paralyzed, as though he is afraid of heights! I immediately realized the problem when
a zombie killed me because this. The solution is simple; one must ensure that the camera and the
body of the player are sufficiently distinct from one another. When a player rotates his camera
the player’s body must match the rotation solely on the y-axis. The body then remains facing
parallel to the ground at all times.
Finally, the game lacks resolution. When a zombie is close enough to the player the game
is jarringly restarted immediately. In tests some players were not even sure whether or not they
had failed. Sometimes players were not convinced a zombie had touched them at all since they
were not provided any evidence that that had occurred. I see two obvious ways of polishing up
this issue. One would be to add a sound effect (perhaps the sound of a zombie eagerly opening
its saliva-filled mouth) that signals that a zombie is closing in on the player. This would alert the
player to a zombie sneaking up from behind (and would increase the tension of the circumstance
significantly). It would also be worth while adding a death cinematic so that the player is
punished for failure in a recognizable way. Such a cinematic might involve a zombie grabbing
the player’s character and engulfing the entire camera, for example.