New patch (V1.2), make sure to update if you downloaded it a while ago
NotCoolWolf
Creator of
Recent community posts
I have taken a lot of the things from the stream into consideration so I'm going to go over it and explain what I did to "fix it", make it better, or why it's the way it is in the new patch of the game(if you do read the patchnotes do keep in mind I didn't add everything I did there as there was so much and I was not good at keeping track of them lol), there are still things I haven't really invested or looked into much yet so expect those to change.
For the bloom I decreased it a lot during daytime so getting blinded is no longer an issue, I didn't decrease it at night as I felt it was okay how it was.
The main menu buttons are intended to look like that, and I guess they do look bad but I don't want to put so much effort into a small thing as I have many things to look at or do first so I didn't change them.
The options menu is the way it is because I spent so much time just getting it functional and felt it doesn't really need to look all that great as it is also one of my first experiences with many UI features in unity.
Grammar and spelling mistakes were fixed when I rewrote the tutorial in the live patch to make it more readable and with less walls of text.
Didn't do anything about the wasted space in the shop in the current live patch but in the patch I'm working on currently it was fixed and space not being used was removed.
As for the UI it's as large as it is mainly because of my monitors shape so I never got to test the game on the full experience of a normal 16:9 monitor, wasn't fixed in the live patch but probably going to look at it later in the current one I'm working on (maybe add settings to scale UI).
The hotkey tooltip was moved into the pause menu in the current live patch so that's no longer an issue.
As for performance I wasn't aware that it had issues as I tested it on several very old computers, however I did find a bug with the game not clearing as many bodies and gore pieces that it's supposed to which was fixed in the live patch, though that's not really something that causes stutters, I'll have to look into this more.
As for music I went for an ambient sounds thing instead as I never found any music that would fit with the project, there was also a bug I discovered today that caused a lot of the ambient sounds to just never play when they're supposed to and that was fixed in the patch I'm working on.
I do plan on adding more weapons and possibly throwables, I am also looking into new possible enemy types and mutations, or even completely new features to add variety to the gameplay, I also don't think I'm going to add any new maps in the near future as I think it's more important to make the gameplay feel more complete first.
As for zombies sliding when killed I didn't think it was an issue, but I'll test and see if it looks better without it.
Most collision and pathfinding issues were fixed in the current live patch(I do realize I forgot to include a lot in the patchnotes), however there probably will still be a couple that go under the radar.
As for the revolver and shotgun missing I added a note in the shop telling the player they have a chance to (revolver is moderate, and shotgun is slight), this is probably just a temporary thing to make it better before I revisit it.
I did both balance the chances of keycards more and I did add several guaranteed keycards you get on specific waves.
Thank you for your feedback and playing my game! and I do apologize if this wall of text is difficult to read in any way.

