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Unreal Engine Project Extermination: Operation GroundZeroes [Phase 2 - 2023-07-16] [MATEYDEV]

4.00 star(s) 26 Votes

hawkhunter

Member
Aug 10, 2017
272
204
I like this game but I always have the same problem with games with a querty keyboard. I have an azerty keyboard and it's hard to move the character. Look how it's laid out on my keyboard.. What misery! :eek:
How I could do to put WASD in ZQSD?
You could use the program "KeyTweak"
It permanently changes your keyboard inputs in your windows registry.

It will remain changed until you use the program again and change it again.
It also has a saftey function to restore your settings to default
 
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Alket

Active Member
Game Developer
Nov 15, 2017
585
2,022
Since the map that Matto plans to build for Operation GroundZeroes' PoC will be quite extensive, in order to properly navigate it, vehicles will be included in the game: as the next main task Matto is working on this and models, before starting the worldbuilding; this way he can craft the upcoming map to be fully integrated and adapted for vehicle use.

What you're seeing on the video is a 2 days old alpha.
 

mrme

Active Member
Nov 8, 2017
960
1,061
i'm part japanese
Congrats... I guess *golf clap*
You get WASD because Japan has been a subject of the USA since ww2 and so English has been its defacto secondary language.

Still doesn't change that you're an ignoramus that failed at a cocksure attempt to look smart, when really you're just an oblivious idiot.
FYI, AZERTY is used in the French (and Arab) speaking parts of the world, including Vietnam.
There's a lot of other keyboard layouts too, .
 

Fallen Raider

New Member
Sep 14, 2020
5
12
Does the developer plan to add female, futa, or non-humanoid Cthulhu opponents to the game?
And will it be possible to interact with NPCs other than with a shop and quest giver, for example, some kind of relationship development, after which you will receive a unique animation or item as a reward?

P.S. The game demo is really amazing!
111.png
 
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Alket

Active Member
Game Developer
Nov 15, 2017
585
2,022



TL/DR:

Systems & Animations:
  • Wall Cover System
  • Vehicle System
  • Polished Aiming Animation
  • Update Movement Animations
Performance & Graphics:
  • FSR
  • Lighting
Artwork:
  • , this time it's set in Fantasy World, directly from Matto's degenerated brain.
Plans
  • Reworking the walker model with higher details and more disturbing design.
  • ATV model.
  • Vegetation models.
  • Gas station system and model.
  • Stuff on the ground (like destroyed vehicles to explore and some craters)
  • A few buildings for exploration.
  • 3 new monsters. (H scenes and contents won't be the focus until the game is at 70% completion, as already stated)
  • A few stuff & bugfixing before PoC gets released.
 

Alket

Active Member
Game Developer
Nov 15, 2017
585
2,022
Does the developer plan to add female, futa, or non-humanoid Cthulhu opponents to the game?
[...]
I don't believe female/futa enemies will be added...but Cthulu styled opponent are not that far fetched...you might be surprised...

[...]
And will it be possible to interact with NPCs other than with a shop and quest giver, for example, some kind of relationship development, after which you will receive a unique animation or item as a reward?
there will be interaction with NPCs at base, no "relationships" are planed, but, honestly, this question has never been asked...imma relay it (or you can do it yourself by joining the ;) )
 

Fallen Raider

New Member
Sep 14, 2020
5
12
... this question has never been asked ... imma relay it (or you can do it yourself by joining the ;) )
relay it to developer plz :)
For example, help the quest giver with some personal matter, and get a simple kiss animation
Or buy in a store for a certain amount, and receive a photo from the seller, which can then be viewed in the archive
 

mrme

Active Member
Nov 8, 2017
960
1,061
Someone earlier in the thread threw around the idea of your character getting captured and then having to play a different character to come save them.
And I saw the [failed] rescue attempts in that art pack.

More I've thought of it the more I like that idea
It'd be like having multiple lives, but instead of respawning as that character n number of times you instead have x number of different characters

So on defeat your current character would be taken to a lair/stronghold, other character has to go rescue her.
Could also do things like the longer you take to rescue them the longer they take to recover (e.g. they're knocked up) before they're added back to your roster
Could even have it so you have a few starting characters but can expand your roster by rescuing more mercs you find whilst exploring.

I think it would be a lot smoother gameplay than magically being able to escape the horde and then having to run back butt naked to recover your stuff (though I suppose with rescuing a character you'd then have to do an escort mission back to base, which are annoying - especially if you go the hardcore route and have it so the very wounded ones can't walk on their own without you supporting them.)
 

DustyX

Member
Jun 16, 2017
272
290
I feel like a complete twat for asking, and s'far as I can tell I'm the only one having this problem, but...

How the heck do I get the gun out of the stash box? I open it up, select the hand gun and then the game seems to soft freeze... I get the option of pressing either E or SPACE to "quit" and the button gives a visual indication of registering but I am still stuck on the stash interaction.. uhh.. screen. What do? @_@

EDIT: On a side-note, when I have both a handgun and baton assigned to a slot, how do I switch between the two? I assumed I'd just press 1 or 2 but... that doesn't seem to do the trick.

EDIT, EDIT: Turns out character already had a gun equipped, so while I'm still confused by the stash box (glitch?) I at least have a pew pew, lol.
 
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Alket

Active Member
Game Developer
Nov 15, 2017
585
2,022
I feel like a complete twat for asking, and s'far as I can tell I'm the only one having this problem, but...

How the heck do I get the gun out of the stash box? I open it up, select the hand gun and then the game seems to soft freeze... I get the option of pressing either E or SPACE to "quit" and the button gives a visual indication of registering but I am still stuck on the stash interaction.. uhh.. screen. What do? @_@

EDIT: On a side-note, when I have both a handgun and baton assigned to a slot, how do I switch between the two? I assumed I'd just press 1 or 2 but... that doesn't seem to do the trick.

EDIT, EDIT: Turns out character already had a gun equipped, so while I'm still confused by the stash box (glitch?) I at least have a pew pew, lol.
Yes there is a bug with the stash on the build published here, that stash has been reworked and now functions correctly in the tests

Glad you figured out how to switch weapon, remember to read the "how to control" for the rest of the keybindings

Someone earlier in the thread threw around the idea of your character getting captured and then having to play a different character to come save them.
And I saw the [failed] rescue attempts in that art pack.

More I've thought of it the more I like that idea
It'd be like having multiple lives, but instead of respawning as that character n number of times you instead have x number of different characters

So on defeat your current character would be taken to a lair/stronghold, other character has to go rescue her.
Could also do things like the longer you take to rescue them the longer they take to recover (e.g. they're knocked up) before they're added back to your roster
Could even have it so you have a few starting characters but can expand your roster by rescuing more mercs you find whilst exploring.

I think it would be a lot smoother gameplay than magically being able to escape the horde and then having to run back butt naked to recover your stuff (though I suppose with rescuing a character you'd then have to do an escort mission back to base, which are annoying - especially if you go the hardcore route and have it so the very wounded ones can't walk on their own without you supporting them.)
You pretty much described the current plan perfectly, there will be very few direct game overs (you'll have to be killed by the environment and not by the monsters), but a lot of kidnappings and rescuing...that said, I don't know about the "recovery time", that might be omitted for "gameplay reasons" to avoid having to wait out or auto skip time in cases when no character is actually playable...the kidnap system is already working (it is basically the current transition to new area + H-scene), the rescuing part will be added when the multiple character system will be done (probably after the PoC, but since it's an integral part of the game, it might happen for the PoC), no ETA yet for that...
 

DustyX

Member
Jun 16, 2017
272
290
Yes there is a bug with the stash on the build published here, that stash has been reworked and now functions correctly in the tests

Glad you figured out how to switch weapon, remember to read the "how to control" for the rest of the keybindings

*snip*
I might've mistyped, I was able to figure out how to utilize the handgun and the baton though I only achieved this be having just the one equipped. If I wanted to use the hand gun I'd only have the handgun assigned to a slot and same for if I wanted to use the baton I'd only have the baton assigned to a slot.

I ultimately wasn't able to figure out how to seamlessly switch between the two, I did look via the game options for control bindings but I was only to find things like mouse sensitivity and stuff like that............ though I must ask (because I am 'le stupid' whereabouts the "how to control" file is located?

Alsooooooooooo... what's this about an art pack? Me wanna look! :eek: That thar be some awesome art, I assume the "failed rescue" art pack is the one depicted on twitter? But yeah, that thar be spectacular line art and colouring. :love:(y)

EDIT: I'm seeing reference to a "big POC build", I'm inferring that POC is "Proof of Concept" ? Also, what bangs and whistles are envisioned to be included in this build or is it too early to disclose that?
 
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mrme

Active Member
Nov 8, 2017
960
1,061
You pretty much described the current plan perfectly, there will be very few direct game overs (you'll have to be killed by the environment and not by the monsters), but a lot of kidnappings and rescuing...that said, I don't know about the "recovery time", that might be omitted for "gameplay reasons" to avoid having to wait out or auto skip time in cases when no character is actually playable...the kidnap system is already working (it is basically the current transition to new area + H-scene), the rescuing part will be added when the multiple character system will be done (probably after the PoC, but since it's an integral part of the game, it might happen for the PoC), no ETA yet for that...
Cool, really looking forward to it.

Alsooooooooooo... what's this about an art pack? Me wanna look! :eek: That thar be some awesome art, I assume the "failed rescue" art pack is the one depicted on twitter? But yeah, that thar be spectacular line art and colouring. :love:(y)
https://f95zone.to/threads/zerogravitas-collection-2022-12-26-zerogravitas.118912/
 

Honest Pirate

Member
Apr 22, 2020
278
478
Would be funny if the final version got a way to survive falling from high places. Its so funny how she falls if i run over a ladder but she die´s and i have to restart.
Some options would be: Quicksave and load, console command for no falling damage, a skill for surving falling down, a potion for getting no damage a short time, a (virtual) room for training without damage.
Its just a detail, nothing important that need to be done quick.
Just want to say that i surprised about the quality for little things like that that its possible to stumble over ladders and i laughed hard every time.
 

Alket

Active Member
Game Developer
Nov 15, 2017
585
2,022
Would be funny if the final version got a way to survive falling from high places. Its so funny how she falls if i run over a ladder but she die´s and i have to restart.
Some options would be: Quicksave and load, console command for no falling damage, a skill for surving falling down, a potion for getting no damage a short time, a (virtual) room for training without damage.
Its just a detail, nothing important that need to be done quick.
Just want to say that i surprised about the quality for little things like that that its possible to stumble over ladders and i laughed hard every time.
Let's just say that the current absence of railings is not helping xD
 
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Alket

Active Member
Game Developer
Nov 15, 2017
585
2,022
I might've mistyped, I was able to figure out how to utilize the handgun and the baton though I only achieved this be having just the one equipped. If I wanted to use the hand gun I'd only have the handgun assigned to a slot and same for if I wanted to use the baton I'd only have the baton assigned to a slot.

I ultimately wasn't able to figure out how to seamlessly switch between the two, I did look via the game options for control bindings but I was only to find things like mouse sensitivity and stuff like that............ though I must ask (because I am 'le stupid' whereabouts the "how to control" file is located?

Alsooooooooooo... what's this about an art pack? Me wanna look! :eek: That thar be some awesome art, I assume the "failed rescue" art pack is the one depicted on twitter? But yeah, that thar be spectacular line art and colouring. :love:(y)

EDIT: I'm seeing reference to a "big POC build", I'm inferring that POC is "Proof of Concept" ? Also, what bangs and whistles are envisioned to be included in this build or is it too early to disclose that?
F swapts the weapons in this build, the "how to control" txt should be in the folder you downloaded.

PoC stand for "Proof of Concept", yes, and you can glimpse its planned features in the post above.
 
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4.00 star(s) 26 Votes