Level SDK Suggestions

I didn’t ignore anything you said any more than you have ignored what I wrote. I specifically addressed all of your relevant points and disagreed with them. Because you seem to think that I’m suggesting something I’m not.

Again, this isn’t about condos in general or anyone’s personal inventory. I’m not suggesting players go to Sweet Suite Furnishings in the plaza and buy one table and then have an infinite amount of them for decoration. This thread is about SDK suggestions. The one-and-done purchase requirement (and price removal) is a suggestion for the SDK, not the whole game.

And that suggestion itself is a compromise between your desire to have things stay full price, and my initial suggestion of them being free. Your insistence that your compromise is better, or that it was the only compromise proposed, does not make it so.

I have a question for you: do you even have any interest in the SDK? Because if you did, I’m sure you would find use for all kinds of items you previously thought you would have no need for. And then you would have things to spend your money on again.

If you have played around with the SDK and still think you’re the only one who’s right, I would again encourage you to consider players who are new and are not flush with units. To give a metaphor: as someone with 5 houses and enough money to buy more, it’s very easy for you to say that houses are not expensive and that you wish there were more houses for you to buy.

I really don’t care if you are in the majority of players, desperately looking for things to spend your money on, despite refusing to buy the things you are able to spend it on. You are not the only kind of player, which is what my suggestions were for: bringing attention to other kinds of players.

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Finally, let me be honest in return. If you want to continue discussing suggestions, as that is the thread title, I will be happy to do so. And I don’t want to turn this into bickering so this will be all I’ll say on this matter.

But I’ve read some of your posts in other threads. You don’t seem to be interested in having discussions. You seem to want to tell people, rudely, how wrong and bad their ideas are and how right you are. In this very reply chain you say that reading responses from people who disagree with you is a waste of time. And you position any disagreement with your ideas as ignorance and ideologically driven.

Also, I don’t know why you’re implying anything about likes on posts. I came to give suggestions on how I think the user experience could be improved, that’s it.

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i personally would love to have infinite amount of any item you own for SDK specifically, I think it’s a great idea :slight_smile:

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Wanted to add onto this a bit after spending considerably more time with the ZM SDK!


New settings for items

ZM Game Controller

  • AddPoints / SubtractPoints

There currently isn’t any way to manually reward players with points for doing anything; IO outputs that give points to a specific player or all players would be really helpful.

Subtracting points could be used as a consequence for failing a sub-objective.

  • Upgrade/Survivor Select Camera

The ZM Game Controller allows for setting up a custom intro camera, but not a custom camera for the Survivor Select sequence between rounds.


ZM Keycard

  • New Keycard Types

The keycards’ visuals can be kind of unfitting in a lot of situations. It’d be great to have an additional set of Keycard Types that look like regular keys to use instead of (or alongside) the current ones.


Zombie Spawner

  • ‘SpawnWithItem’ output

A variation of the existing ‘Spawn’ IO output that spawns a zombie with a guaranteed on-death item drop of your choosing. You could use this to reward players with a rare weapon for killing a horde of powerful zombie types, or just spawn a pile of skeletons that all drop bonus points or something.

If it’s possible, the option to spawn a zombie with a keycard could be pretty interesting.


Sub-objectives

  • ‘Required for Escape’ toggle

A setting that could be toggled on individual sub-objectives.

When the round timer ticks down to 0, if any required sub-objectives are still active, the game enters a ‘Complete Remaining Objectives’ phase where required ones stay active and any optional ones reset.

After clearing the remaining sub-objectives, the game moves on to the ‘Kill Remaining Zombies’ phase to finish the round.


Damage/Heal Volume

  • Team Filters

Currently the Damage/Heal Volume damages and heals anyone of any team. For ZM (and other games also!) it’d be great if this item had team filters, so you could have a volume that only damages zombies, only heals players, etc.


Hit Target Volume

  • Team Filters

It’d be really interesting if there was a way to set up Hit Target Volumes that zombies can target and attack. This could be used to set up breakable barricades, escort/tower defense missions, etc.


Non-existent items that would be good if they were real

Pickup Spawner

A hidden module that you could use to spawn a random/specified weapon, bonus points, or a keycard at its location.

Spawning specific weapons in particular would especially be useful as a way to reward players for doing sub-objectives. It could also open up some interesting possibilities for map progression if damage type settings are ever added to Hit Target Volumes.


HUD Marker

It’d be nice to have the sub-objectives’ HUD marker as a standalone item that you can place down and turn on/off for all or specific players with IO. This could be used for marking points of interest or possibly creating custom objectives that don’t use the ‘stand in circle for X seconds’ format.

This would also just be a useful item to have outside of Zombie Massacre.


Edit(s)

ZM Escape Area

  • Activation Delay
    Escape areas currently take 6 seconds to activate after clearing all zombies since that’s how long it takes for the helicopter to land, but this usually leads to a few seconds of awkward nothingness waiting for the escape area to appear in custom maps. It’d be great if this delay could be customized or optionally removed.

ZM Game Manager

  • KillAllZombies
    There seems to be some functionality like this already for when you fail a round and all of the zombies immediately die. There’s one particular event I made for my map where something like this would be pretty useful.

Boss Spawner

  • OnCutsceneStart
  • OnCutsceneEnd
  • OnBossKilled

Game World Events

  • ZM OnDayConcluded (or better conditions for OnRoundEnd)

As far as I know, there isn’t really a perfect, easy way to just fire events when a day is completely over (all players escaped and/or lost all their lives).

  • OnRoundEnd fires around the same time as OnReadyToEscape which feels a little strange since the day isn’t really over yet by that point.
  • Firing the ‘round end’ events both OnAllEscaped and OnFailed could work, but OnAllEscaped doesn’t always work since it won’t fire if anyone was left behind.
    • Firing the events OnReadyToEscape with a 20 second delay would probably be a fine workaround but it does cause potential issues if someone quickly escapes and rushes through the survivor select screen.
    • This would be an acceptable compromise if the escape area and helicopter landing had an ‘OnLeft’ event that fired when the round ends regardless if everyone reached the escape in time.
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