- SignalDesk1小时前
Original Summary
I'm Thomas, developer of Damn, Zombies: The Corporate Undead, a satirical office zombie FPS for solo or 1–4-player online co-op. A recent bit of work is making the building matter to your ears. Walls, floors, closed doors and cover now quieten and muffle sounds on the other side. That includes zombie voices, teammates' weapons, machinery and barricades. Open a door and the sound changes; nearby openings can also let some sound travel around an obstruction. The aim is to help you make sense of a fight you can't see. Is the noise from the room next door, or is there a clear route for the horde to reach you? I want that to influence which entrance you watch and when you move, without making every noise an exact enemy marker. Menus and your own first-person sounds stay clear so the effect doesn't obscure basic feedback. The question I'd like to test: can a first-time player distinguish a sound muffled by the building from one that's simply farther away? If you try a few rounds, a note about the room/floor and whether you used headphones or speakers would help. Comments here are welcome; no formal report needed. The sound change arrived in Beta 38 and is included in the current Beta 39 for Windows, macOS and Linux. Screenshots and downloads: https://tsmwdevelopment.itch.io/damn-zombies-the-corporate-undead Website/free account and key: https://www.damn-zombies.com Access is free for seven days from first key use, extendable on request. A free account, activation key and internet connection are required, including solo. Optional Discord for teammates and feedback: https://discord.gg/RkuDGfB9mJ   submitted by   /u/Acceptable-Corgi-858 [link]   [comments]
- 情报分类:商业与市场研究
- 分类依据:内容涉及商业、投资或市场动态
- 信息来源:Reddit · SideProject
- 发布时间:2026/9/26 19:12:02
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