Jaxxon Jargon's Soldiers Vs. Zombies

Experience a new Zombie Apocalypse. Using a crossbow, grenade launcher and sniper rifle, eliminate all the zombies to win. Beware! This game is harder than it looks.

https://www.roblox.com/games/7178572180/Jaxxon-Jargons-Soldiers-Vs-Zombies

Any feedback would be greatly appreciated. Thank you in advance.

2 Likes

I try and it pretty nice but need more details building and the sniper should be able to shoot through glass

2 Likes

I agree. I added quite a bit of detail to the exterior, such as trees and lights and miscellaneous. I’d love to add decor to the office buildings, but I’m really more of a scripter than a builder/designer. And shooting out the windows with the sniper rifle would be cool, so that’s something I’ll need to look into. Thank you for your suggestions.

Okay, I added more details to the game and hid the weapons rather than having them show up in your backpack right away. And when you die you lose all your weapons and have to pick them up again. I think this game is shaping up rather nicely, but I’d still love to get some more feedback.

I adjusted the Soldier NPCs quite a bit to strike a better balance between the soldiers and the zombies, which should make the game more challenging for advanced users. I hope you enjoy the changes.

I changed the Sniper Rifle scope to be 10x, so it can be used from quite a good distance. And I liked the scope so much I added a 5x scope to the Crossbow. Click and hold the right mouse button to engage the scope.

I just added my favorite piece of code so far. Here it is:

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local function onPlayerAdded(player)
	local starterGear = player:WaitForChild("StarterGear")
	if player.userId == game.CreatorId then
		print("Creator Privileges In Effect!")
		local clone
		for _, weapon in ipairs(ReplicatedStorage.Weapons:GetChildren()) do
			if not starterGear:FindFirstChild(weapon.Name) then
				print(weapon.Name)
				clone = weapon:Clone()
				clone.Parent = starterGear
			end
		end
	end
end
Players.PlayerAdded:Connect(onPlayerAdded)

The sniper rifle and grenade launcher will now destroy any windows that they hit. Thanks again for the suggestion.

Here is an improved version of my CreatorPrivileges script:

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local StarterPack = game:GetService("StarterPack")

Players.PlayerAdded:Connect(function(player)
	if player.UserId == game.CreatorId then
		print("Creator Privileges In Effect!")
		local clone
		for _, weapon in ipairs(ReplicatedStorage.Weapons:GetChildren()) do
			if not StarterPack:FindFirstChild(weapon.Name) then
				print(weapon.Name)
				clone = weapon:Clone()
				clone.Parent = StarterPack
			end
		end
	end
end)

I’ve added more weapons that you can unlock by scoring points. Here is the relevant code:

	points.Changed:Connect(function(newValue)
		if newValue >= 20 then
			level.Value = 2
			local weapon = ReplicatedStorage.Weapons["Grenade Launcher"]
			addWeapon(player, weapon)
		end
		if newValue >= 40 then
			level.Value = 3
			local weapon = ReplicatedStorage.Weapons["Automatic Rifle"]
			addWeapon(player, weapon)
		end
		if newValue >= 80 then
			level.Value = 4
			local weapon = ReplicatedStorage.Weapons["Rocket Launcher"]
			addWeapon(player, weapon)
		end
		if newValue >= 160 then
			level.Value = 5
			local weapon = ReplicatedStorage.Weapons["Railgun"]
			addWeapon(player, weapon)
		end
	end)

It’s not bad, it’s pretty good. I like it and it’s a pretty cool game. The only thing is that the sniper is a little overpowered so you might want to raise the zombies’ detection radius.

1 Like

Thank you for your feedback. I will take a look at the sniper rifle and zombie patrol radius to see if I can come up with a better balance. I’m also not sure how the other weapons that I recently added will effect the overall gameplay since these are very powerful weapons. But I believe in publishing early and publishing often so we’ll see how it goes from here. :slight_smile:

1 Like

This game now has a pretty complete point system: one point for every zombie killed, one point for every window shattered, and minus ten points for every soldier killed. When you reach certain point milestones you move up a level. Every move up a level adds another weapon to your backpack. If you find the matching weapon in the map then you get a bonus, such as a scope or faster bullets. The goal is still to eliminate all the zombies. Give it a try and let me know what you think. Thank you in advance.

I decided to make this game Open Source. It is available here on GitHub:

Let me know what you think.

I’ve made several changes to the game. You can now teleport to the roof of each building. The zombie diamonds now emit an eerie sound until they are turned into soldier diamonds. Etc, etc. Give it a try and let me know what you like and don’t like. Thanks.

I just adding Stage 2 to the game. It works like this. Once you have converted all the zombie diamonds and killed all the zombies then you unleash Stage 2 wherein a bunch of super zombies (stronger than regular zombies) are spawned out of the Super Zombie diamonds beneath the electrical towers where they have been charging up. You have to kill all these Super Zombies in order to reach Stage 3 (under development).

If you tried out this game already and found it too easy to win, I invite you to give the new version a try and let me know what you think. I’ve already had great feedback here and inside the game and I welcome any and all comments. Thanks.