Scroll to bottom to see all Update Plans.
Playtesting with 6 consistent people over a number of games revealed the game will crash in some definitive instances, check below under crashes for all known causes.
In the process of creating a Black Ops 2 like zombies experience in Overwatch. It’s complete with origins type power, custom weapon names, Pack-A-Punch, & damage, ammo, and mystery box rarity rates. Classic Perks are all included, as well with Pack effects on certain weapons, different enemy types, & typical round progression. It is optimized for four players but can handle 6 with some lag. Some crashes still occur which I haven’t been able to figure out so hopefully getting more people to play will assist in resolving those issues! Please let me know any bugs, balance changes, or ideas I should fix or implement. Currently working on scripts to add new features, perks, mechanics, power ups, etc. I have also finished an Easter Egg script that will be added when I find ways to condense the code. Thanks in advance for any insights, & hope everyone enjoys!
Perk, Pack, and Box Information:
Quick Revive: Adds Shield health pool to player, increases revive time drastically, and heals you and all allies in a certain radius to full health upon revival. Invincibility window for you and allies after revive increases with RePack level.
Electric Cherry: Sets all enemies in a radius asleep upon reloading and deals slight damage. Sleep time & damage ramps up with RePack level.
Deadshot: Automatically snaps crosshairs to the head if previous shot was not a headshot and health is below 3/4 (this is to prevent the aim assist from snapping the reticle rapidly every time you don’t get a critical hit). Adds bonus points for consecutive headshots. Bonus points stack faster with RePack level. Headshot damage is quadrupled at max RePack.
Elemental Pop: 1 in 20 chance of having an elemental splash effect on the enemies (5 effects total; ice, fire, wind, lightning, & earth, lmk if you guys want specifics on what each does!). Chance percentage increases with RePack level.
DoubleTap: Increases damage output by 250% and healing output by 500%. Also prevents ammo from being used when using abilities. Both outputs ramp up with RePack level.
Juggernog: Adds 50% more health and a large health pool of recoverable armor. Adds life steal on RePack 2 & amplifies effect each level.
SpeedCola: Decreases all reload times to .8 seconds and adds automatic melee on reload with extra damage. Damage ramps with RePack level, max RePack enables melee and automatically reloads weapon every melee.
Widows Wine: Stuns and damages all enemies while hit and have charges remaining. Also adds passive health Regen and reduces damage received to 75%. Charges regenerate two per round or 4 from a Max Ammo. Damage received decreases with RePack level.
Stamina-Up: Increases Sprint up time and reduces sprint recovery dramatically. Also slightly increases base movement speed. Base movement speed increases 5% per RePack level. Max RePack doubles Sprint stamina & adds a toggle option.
Pack-A-Punch: Greatly increases damage output. Increases ammo clip and stock size. Damage output of some packed weapons vs others will vary based on damage variables written in code, e.g. a weapon that has low base damage might get a massive buff upon being packed. Unlocks all abilities and ultimates. Weapons (hero’s) with special pack effects will trigger. (Ie Getting a headshot with Widow (DSR-50) will explode all enemies in a radius or going below a certain health threshold on Sombra (PDW-57) will automatically release an Emp that damages all enemies/heals all allies but subtracts a healthy portion of ammo.) Some heroes have abilities or secondary fire that regenerates ammo, causes special effects, or even increases fire rate, have fun trying them all out! Mustang No Sally explosion effects, Skullcrushers grenade effects, & the Katanas bleed effect have been temporarily turned off due to bugs and crashes.
RePack: First time repacking will grant you an extra perk slot. RePacking can be done to a max of 4 times, each time enhancing damage based on weapons damage rate, increasing ammo clip and stock size, and amplifying Pack effects. Also modifies, enhances, and/or revamps current perk mechanics/functions. RePack perk upgrade system temporarily disabled as I am currently working on a separate mechanic to upgrade perks. This is because RePack was generating to much value especially for players with all perks in later rounds.
Mystery Box: Mystery Box currently does not change locations but that script has been written and is coming when full map and Easter egg are finished! Mystery box has rates with wonder weapons and higher powered weapons obviously being more rare then lower tier ones. Hitting the box will give you an option on your screen shortly after to accept the weapon. You can accept the weapon anywhere on the map up to 10 seconds after the prompt appears. Ray Gun, Ray Gun Mk II, & Thundergun are fully coded with effects. Sniper characters have secondary fire enabled, as well as Moira. Paralyzer, Blundergat, & Jgb wonder weapon effects have been temporarily turned off due to crash issues.
Controls & Mechanics:
Purchase: Stand still and Press Interact. Points are in top left of screen. Wall buys for ammo are listed on locations. Pack a Punched wall weapons cost 4500 points for ammo but this is not listed anywhere in game. Perk slots are limited to 4 unless repacked.
Sprint: Move and Hold interact. You can see remaining sprint stamina under player points as well!
Switch Weapons/Heroes: Press Y. Your stored weapon is listed on your left screen HUD. If you have an ultimate ready use the ult and press y about 3 seconds after to switch. There is a short delay after switching due to the subroutine for the mechanic causing lots of lag and crashes when spammed. Have optimizations planned in the future to allow perks like Speed Cola to increase weapon switch rate.
Revive: Hold crouch on a downed player. Don’t move or shoot or the revive process will be canceled! Regular revive takes around 5 seconds, 2 seconds with Quick Revive. Revive will not function properly if a players head box is to far into a wall. It would an easy fix however I don’t want players to be able to revive through walls/ceilings. Please let me know any work arounds anyone might have!
Melee: Melee is disabled whilst ammo is available to a player. It is reenabled when ammo runs out. This is due to every weapon (hero) having different damage rates, therefore higher powered weapons would be a one hit melee well into the high 20 rounds, making already powerful weapons broken early game. I have come up with many ideas to circumvent this but none were viable when implemented; thoughts and ideas are appreciated as always!
Points: Points are given out as follows; dealing damage to an enemy with current health below 5000 (to prevent ridiculously high point values on later rounds) gives 10 points per instance of damage. Healing a teammate also gives 10 points per instance. Eliminating an enemy grants 30 points, whilst final blows grant 60. Headshots grant 110 points. Completing a purge grants 200 points to all players. While a purge is active all eliminations are only worth 10 points and no points are given for damage.
Health Regen & Downs: Health regenerates rapidly and automatically after not taking damage for a period of time. Everytime a player takes damage the Regen process is paused. If health falls below 25% of max health and stays below this threshold for a few seconds, the player will go down. If players aren’t revived within 45 seconds they will bleed out and have to wait until next round to respawn. (Unless someone is running a packed PDW-57 or Ballistic Knives and uses pack effect). Currently all perks, weapons, pack status, and repack levels remain regardless of being downed or bleeding out. Perk Decay on downs and Weapon loss on bleed out will be added once Tombstone perk script is finished!
Purges: Purging an area turns on the power for the box or perks in the vicinity, as well as opening teleporters in certain areas. Pack-A-Punch requires all 6 areas to be purged before using. Teleporters/Perks are disabled during purge. Zombie move speed is also increased so watch out!
6 Player Lobby Crashes;
Players leaving & joining rapidly often crashes the script at arbitrary times. This becomes even more prevalent when the players leaving/joining have different input values for controls. Ie if one player has the default button for interact & they leave, then if another one joins with a custom button for interact the game will crash around the 6th, 7th iteration of this. This also happened often & much faster when a player goes down & other players in the lobby have different input values for crouch. The only solution I can think of would for me to take out the input binding strings and put the controls in the description rather then HUD.
Slightly after Round 9 game crashes almost always. We found a way to avoid this crash by having a player sit still in the spawn until Round 11. After that 6 players were able to play upwards of Round 30 however server lag was immense. We tested this 3 times, two with all Purges being done, and 1 with doing the Purges after Round 11. Have no idea what the issue is there but if I find a reason behind it I will fix.
When the host player switches hero’s (either through purchasing or pressing ult) after a Purge, for whatever reason the game will crash, especially early game. Waiting about 2-3 minutes will resolve this although it is quite tedious. Have 0 ideas for this issue as well.
Packing Raygun Mk II (Genji) on Round 6, & every multiple of 3 after. This is something to do with his full auto fire rate when Packed and the Max Ammo spawns, which will be resolved hopefully around update 3 (see planned updates below).
Any Pack Effects that kill a large number of zombies at the same time will crash the game if the instance happens simultaneously. This is most notable with the PDW-57 (Sombra) Pack Effect triggering at the same time as either the Thundergun (Doomfist) or Raygun (Mercy) Pack Effects.
Zarya (Deathmachine) gravs combined with Mei’s (Winters Howl) or Reapers (Olympia)** ult crash the game if any Pack Effects happen at the same time. Gravs will also crash the game if there are 3 or more Zarya’s regardless if they’re simultaneous.
Widows Wine crashes the game if it’s triggered on more then 4 players at once or if triggered 4 times very rapidly somehow on the same person.
Elemental Pop effect on Enemies knocked down by Thundergun has a slight chance to crash the game but is much less consistent then previous ones.
4 Player Lobby Crashes:
- No consistent crash issues found. However server lag increases quite a bit if all players have Wonder Weapons on Rounds 20+. Especially noticeable with maxed Ray Gun Mk II’s.
1 Player Lobby Crashes:
- Solo playing has 0 crashes but slight lag on very high rounds. However if you are playing by yourself and more than 3 people join you on a later round the game will crash after a few dozen kills.
After watching some replays I realized Players who left are still somehow taking up memory in the server. This was especially noticeable during play of the games where instead of being empty the points read “Entity (random #).” I am looking into Player left match event to figure it out if this will sort out a lot of the crashes, any ideas behind this lmk.
Pack-A-Punching Thundergun (Doomfist) will prevent hero switching for an unknown reason, if any experienced coders can figure out why that keeps occurring please let me know as I am stumped.
Hitting the mystery box as the round ends will not grant a weapon due to having the global variable box set to false as a new round starts. This is due to the box getting stuck on true upon players leaving while the box is active, looking for alternative ideas to fix this as well!
Megaton (Reinhardt) Enemy AI glitches if stunned, knocked down, or frozen, causing them to just aimlessly follow you around the map. There ai is listed in the code as “underboss” if anyone wants to take a look & figure out why that may be.
Any hero with vertical traversal abilities can skip parts of the map, however most purchases in said area won’t work unless the proper door is open, try not to get stuck!
Upon spawning in a player will sometimes spawn in the intersection of the subway rather then the tunnel. Unaware of what causes this problem but it doesn’t affect gameplay that much so I haven’t made any effort to make a patch attempt.
Zombies will sometimes respawn before round is supposed to start. They are invisible and rooted in place but they are somehow able to fire there primaries. Furthermore due to this some AI will glitch and zombies will fire while well out of range of a player. This should be patched in Update 2.
Landing on skybox from Pack above first point has a chance to teleport the player into the Deadshot room. If you open Mainstreet first and haven’t purged the Bar (in Alleyway) you will be stuck in this room. Patch coming in Update 1.
Buying M14 (Ashe) or getting any sniper from the box will enable secondary fire for your stored weapon(hero). Patch coming in Update 1.
Coming in order listed, each one will more then likely have some tweaks, balance changes, & bug fixes.
1.) Figured out a way to get rid of about 30+ rules by condensing & rescripting current ones. As a result huge optimization changes are coming for Ammo, Hero Switching, Player Damage/Final Blow events, Round Resets, & Pack Effects. The entirety of the current Enemy Kill system is now being rescripted into a final blow event which will handle all kills/resets, necessary point additions, round resets, power ups, etc. This along with other changes/fixes/optimizations to server taxing mechanics should hopefully fix all crashes, regardless of player count. This will be launched before the end of next week so stay tuned! I don’t feel like changing the numbers below but Updates 2 & 3 are now coming into this one.
2.) Rescripting Enemy kill system. This will allow for Power-Ups to occur randomly as well as allow 6 players more reliably. Enemy respawn rate is also changing from a flat 1 second to 10/Round. This will also patch odd instances of invisible zombies & zombies teleporting to players before the start of a Round. (Script Finished)
3.) Soft launching Power-Ups. Power up drops will come soon after. However after killing an enemy there is a % chance for a Power Up to activate, some more rare then others. As of right now Carpenter, Double Points, Instakill, Nuke, and Max Ammo will be added. Power-Ups are limited to 4 per round & more information on how each works will be added when I get to this update. (Script Finished)
4.) Map Size increasing to full map + some secret areas. (Script Finished)
5.) Perk Upgrade Stations. All Perks will now have a designated upgrade station at a random point around the map. The initial cost of a perk upgrade starts at 2000 points and increases with each upgrade, maxing out at Tier V. For examples of what Perk Upgrades will do check the old Perk repack system (in perk information above) for an idea. A detailed description of each upgrade will come with this update. (Script Finished)
6.) PHD Flopper, Tombstone, & Mulekick as well as readding Pack Effects/Wonder Weapon Effects for most heroes that had them reverted due to crashes. Information on New Perks and their respective Perk Upgrades will come with this update, however Pack Effects will remain secret. (Scripts Finished)
7.) Rehauling down system to allow for Perk Decay and full player resets on death. Round difficulty will be adjusted accordingly. (Script Started)
8.) Power-Ups will have physical drops in the world that will need to be picked up rather then just randomly occurring. New Random Perk power up to be added. (Script Started)
9.) Wunderfizz & Box Switching will be added. This will allow the map to feel less static especially in early rounds. Mystery Box will no longer start in the Bar every game. (Script Started)
10.) Easter Egg first steps will be added. Entire script has already been written and play tested but waiting to finish the core game mode before adding! (Script Finished)
11.) Tempest and Leech Enemy types coming back into game after several nerfs. Use PJ0NW for old map with these Enemy types enabled to get a feel! (Script Finished)
12.) Adding Workshop Toggle Settings that will allow players to customize difficulty (Easy, Normal, Hardcore), starting Round (any Round up to Round 25), & Enemy Types (players can choose which special enemy types to include in the game or to play without. Also adding a Toggle for turning on/off main Easter Egg quest. If Easter Egg quest is on all other toggle options are disabled and set to default (Difficulty: Normal, Round: 1, Enemies; All). Lastly on non Easter Egg runs you will have a custom setting option to perform an Exfil type event (win condition) on a desired round, or opt for endless. (Script Not Started)
13.) Adding full Easter Egg. If you know how to complete it full quest will take an estimated 40/50 mins. Steps will not be to hard to find but do require some searching/intuition so best of luck! Note that game will end upon defeating Boss. (Script Finished)
14.) Adding Lockdown Rounds & Dog Rounds (both will have toggle option). (Script Finished)
15.) Adding Fire Sale, Bonfire Sale, & Full Power drops. This is last planned Update as this brings totals rules in the script to 250! Will plan for future updates to the base mode when I find ways to condense and optimize code, but will be porting over script at this point to new maps with new Easter Eggs as soon as all bugs and crashes are at a minimum. (Scripts Started)