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nijuu: Missed that one. The one thing that does disturb me though is that although its basically a survival game, there apparently wont be much of variety of zombies.
As already said plenty of times in this thread, the survival part of the game is more about managing your group's morale and supplies, and interacting with other groups of humans, than about fighting tons of zombies.

This is NOT the turn-based RPG version of Left for Dead.
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nijuu: Missed that one. The one thing that does disturb me though is that although its basically a survival game, there apparently wont be much of variety of zombies.
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mystral: As already said plenty of times in this thread, the survival part of the game is more about managing your group's morale and supplies, and interacting with other groups of humans, than about fighting tons of zombies.

This is NOT the turn-based RPG version of Left for Dead.
I know that. I know its a survival game. Just pointing out there isn't much variety in zombies as per the faq. Thats all
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Gonchi: Also, don't know how I feel about combat not yielding any experience gain. Not even a character's skill with a weapon?
I think it's brilliant. This makes killing into a last resort, something you don't actively pursue but merely are forced to from time to time by circumstances. Instead of "let's go kill some zombies", it's "I hope we won't encounter any zombies"...
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Gonchi: Also, don't know how I feel about combat not yielding any experience gain. Not even a character's skill with a weapon?
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Vestin: I think it's brilliant. This makes killing into a last resort, something you don't actively pursue but merely are forced to from time to time by circumstances. Instead of "let's go kill some zombies", it's "I hope we won't encounter any zombies"...
We'll see, I'm not entirely sold on the premise. I'm concerned the combat might end up feeling like a chore, an unrewarding one at that.
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Gonchi: So at 4:45, when he attracted the attention of that zombie, it could initiate combat but didn't? That doesn't sound right. Makes sense if you don't want to deal with a zombie to just run pass it and not initiate combat, but that zombie didn't even follow him. Half expected it to go "'sup?" when Vic casually strolled by it. Going to notch it up to WIP glitch, hope it gets addressed.
Just saw this looking through the dev notes
"What was that, a blind zombie? (characters run past a zombie with no reaction)
It was a zombie with very little peripheral vision being run past. We’re still tweaking AI reaction to running and their vision cone. Right now, they don’t perceive NPCs that are running very well."

"How do you give out quests/experience in a game without random quest givers and a world where any NPC can die?
The answer is – the player character assigns their own goals. This is kept in a “To-Do” list that is constantly updated as new objectives are discovered through exploration, conversation, and events. The list keeps track of new goals, goals in progress, and completed tasks. For example, if the player discovers the location of a hospital, they may get an objective to “Explore Northern Cross Hospital” in their to-do list. The goal might be triggered by talking to someone who knows the location of the hospital or spotting it while traveling across the map. Next to the goal is the amount of Skill Points that can be earned for completing that particular objective.

There are several types of goals in the game, and most likely the player will reveal them constantly as they discover new areas, talk to people, and complete other goals. The goals fall under the following categories:
•Reoccurring Goals – Milestones for food, fuel, parts collected, etc.
•Exploration Goals – Goals for exploring areas (Explore 5 Fast Food Places, Scout a city perimeter)
•Challenge Goals – Goals with specific or difficult requirements (Kill 15 Zombies in one day, Collect one complete set of books, Talk your way out of an encounter)

Skill Points are used to increase Skills, with more points needed for higher levels of the Skill. Stat Points are given out every time a Skill Point milestone is reached. Killing zombies/humans does not give out experience (unless meeting a specific challenge goal) so going in guns blazing, quiet as a mouse, or using words (when possible) is completely up to the player."

"Account/Kickstarter
I heard that you will be working on Torment: Tides of Numenera. How will this affect Dead State?
It is very exciting to work on Torment and work with Kevin again. I was thrilled to be asked.
But, don't worry DS fans - the first thing we worked out were potential schedule conflicts. This isn't going to interfere with Dead State production at all."

Didnt know that :)
Post edited March 17, 2013 by nijuu
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Vestin: I think it's brilliant. This makes killing into a last resort, something you don't actively pursue but merely are forced to from time to time by circumstances. Instead of "let's go kill some zombies", it's "I hope we won't encounter any zombies"...
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Gonchi: We'll see, I'm not entirely sold on the premise. I'm concerned the combat might end up feeling like a chore, an unrewarding one at that.
That's what I consider a desired outcome. Either way - we shall see.
Greenlit as of yesterday unless im wrong....
"State of Decay" is the one I've been waiting for. 'Dead Linger" a 2nd option.

http://undeadlabs.com/about-state-of-decay/

http://www.thedeadlinger.com/
They are still alive.

Pre order is up. $25 USD for DRM free copy & $50 for the Digital Deluxe (game, soundtrack & Making of Dead State digital book.

http://www.irontowerstudio.com/forum/index.php/topic,3248.0.html

No mention of any agreement with GOG.

http://www.kickstarter.com/projects/70755535/dead-state-the-zombie-survival-rpg/posts/644248

"Update #33

Oct 29, 2013
October Update
s

As we end October, we close out on one of our most productive months yet. Most of our work this month moved us closer to both getting our game to Beta complete and polishing many of the game’s designs for the enhanced Demo that will be available to backers and pre-order customers in the near future (for the record, the demo will be an extended and more advanced version of the PAX demo). But before we can meet either milestone, levels need to be created, more dialogues need to be scripted/polished, and several GUIs and additional combat features need to be hooked up.
Always be sure to swap insurance information.

Speaking of levels, we’ve been putting a lot of effort into level creation on the design and art side. Our art team has been busy creating more pre-fab building sets and have created many new models and building types for us to use in level creation. On the design side, we’ve finished up over ten new medium to large levels and are continually speeding up the time it takes to put together new content. There will be plenty of places for your group to loot by the time we release. Take a look at some of the screenshots in the update for a look at some of the new levels.
A community that really hates trick-or-treaters.

Programming finished up a dialogue scheduling tool that allows design to fire dialogues from a master event file – basically a file that tracks every possible event and tells the game when to fire dialogues based on conditions and time passed. The file also automates much of the cutscene/music/transition process as dialogues trigger in the player’s shelter. We’ve started fully implementing many of the allies in the shelter and revising their dialogues, including how your decisions affect their mood. It’s a lot to track and set up, but the master event file allows to track all the many interactions and adjust timing of events as needed. The first few allies going in are the starter allies (the allies you begin the game with), followed by some of the new allies you’ll meet in the extended demo and full game. As I’m hooking these up, I’m reminded of just how much dialogue we have in the game and it is a lot – I expect by the time we get to the polish/tester feedback stage, we can expect some ally content to grow by 10-20% as people request more options or interaction with them.
Rain is the least of your worries while camping in Dead State.

Programming is also wrapping up work on a few other features such as the shelter inventory, party trading interface, thrown weapons, and enhanced pathfinding, including zombie group movement. Many of these features address usability issues that were brought up in the PAX demo. We’ve also implemented a more user-friendly smart cursor that allows scrolling through available options for doors, allies, and enemies with the right cursor. You can now select special attacks within an easily accessible combat menu when attacking an enemy (it makes combat so, so much better). We’ll also be cleaning up the combat GUI to make it easier to read and access the most commonly used options.
I think I saw an otter!

The next step for us is hammering on the content that will be featured in the demo and improving anything that won’t reflect the final quality of the game. Much of the work we’re doing now also folds into the Beta version, and indeed some of the work for November will be getting certain elements of the game up to Beta standards (like dialogue scripting and the Area Map Survival/random event functionality). To wrap up, I’d say we’re making good progress and even in a pre-Beta stage the game feels pretty good and very on target for what we promised for the Kickstarter. We can’t wait to get the demo out there for you. In the meantime, you can always reach us on the message boards. Also look for more frequent Radio posts (a new one went up this week). It's getting to be a very exciting time of development, so expect lots of new info in the next two months.
I don't think it was much different here pre-apocalypse.
The obvious one is "Clean up on Aisle 12" but that would be lame."