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."
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 :)