So, Project Zomboid...
Basically, it's a zombie survival game. The game makes no hesitation in stating that you're going to die, it's just a matter of how long you can survive. It's currently in Alpha Tech-Demo release, with only a relatively small playing area currently available. Because of issues Google Checkout has using the words donation and such, you don't buy the game directly. You instead buy
one of several of their fine other games, and as pure happenstance get lifetime access to Project Zomboid. Currently, it's an in-browser game that uses Java, though the devs plan on releasing a stand-alone client version soon.
Zombies in small numbers can't do much to a door, but as their number grow larger than can easily bash them down. With nails, hammer and some wood you can construct a barricade over doors to keep them out longer, and boarding up windows to keep them from seeing you as they stagger by.
You must scavenge for food and supplies to stay alive, and must sleep when you get tired to keep from blacking out at inopportune moments. Start piling too much into your inventory, and you get exhausted more easily, allowing the zombies to catch up and swarm you. You can craft bandages and use belts to stop the bleeding, and take pain pills to keep going (pain reduces your accuracy and awareness).
In combat, you have to decide whether or not that shotgun is worth using. While effective and keeps them out of arms reach, it is also loud and will attract a great deal of unwanted attention. Melee weapons allow for more conspicuous zombie dispatching, but put you at risk of getting scratched or worse, bitten. Being bitten is pretty much going to lead to a terminal case of the zombies.
Combat Tip:
Even though the game is isometric and your character can only face 8 different angles, you can aim wherever you want with the mouse cursor, even if your sprite doesn't show it. When clicking to attack, aim your cursor towards their lower bodies and feet, to make sure you hit the proper area they're standing in.
Useful Keys:
P - Pauses/unpauses the game
Enter - Holding enter down speeds up the game, for when you're not tired enough to sleep
Space - Pressing space will open the inventory menu. Holding it down will keep it open, as not using the inventory after a few seconds will cause it to close automatically
Ctrl + Shift + 1-9 will allow you to bind your currently equipped items to that number key, allowing you to quickly switch between your hammer and boards to your axe or your shotgun for instance
Useful links:
Project Zomboid HomepageProject Zomboid Wiki
Rock, Paper, Shotgun article on the gameForum post containing a number of YouTube play through links
Posts
Oh fuck yes
Indie stone madness counter
This looks like my perfect game.
Patch notes from first patch released yesterday I think:
Build 0.1.2a
1) Added 'speed up time' button (return) that will (PC power dependent) speed time up by a factor of ten. Useful for skipping cut-scenes, waiting out a night when not tired, or doing Benny Hill impressions.
2) Tweaked zombie numbers to make it less immediately punishing. Days are now safer for longer, without sacrificing the danger of nights.
3) Added arrow keys / right shift / control keys as alternates to WASD
4) Lowered zombie path-finding range
5) Made zombies have a chance of getting 'bored' banging doors and investigate other zombie sounds, thus making it feasible to wait out zombies at the door if they don't break it down in time and you make no further sounds.
6) Added tutorial skip option that we're somewhat ashamed of thinking of and will probably become infamous. You'll see.
7) Fixed Kate's dragged / dead frames which weren't working .
8) Fixed infinite ammo bug.
9) Player's footsteps now make sound audible to zombies. to compensate for this zombies have less peripheral vision.
10) Double click to add to inventory.
11) Fixed missing moodles for bleeding, injury, pain etc.
12) ESC skips dialogue for current conversation entirely.
13) *potential* fix to lag issues. Not definite or even probable but possible.
14) Space will now open inventory and holding it will stop it from closing.
15) RTS style control groups for equipped items. Shift+Ctrl+ 1-9 will store the current equipped items for that hotkey. Pressing 1-9 after will recall them if they are in your inventory. (shift + control is because you use control in battle so using ctrl alone would lead to accidental overwrites)
16) Ctrl click will drop an entire stack into a container straight away instead of one by one.
17) If you walk away from a container while holding one of its items on your mouse pointer, when it shuts the container it will add the item to your inventory and keep it on your pointer, instead of removing the item from your pointer.
18) Some balancing of item weights. (Still more required)
19) Improved moodle effects.
20) Added 'encumbered' moodle.
21) Bandages now stop health loss completely for that body part (until proper medical attention is in via NPCs/Skills)
22) Pain threshold reduced to better warn of scratches etc.
23) Increased wall transparency range.
24) Line of sight now works when zombified.
The devs are very active on their forums, and seem to be taking suggestions seriously.
And i'm just wrapping up my fourth reading of World War Z.
Yeah, they kinda got screwed into releasing the tech-demo early because one of their testers released a copy on 4chan. They bit the bullet and put what they had out there.
Oh - and the 'tutorial skip' option they reference in those patch notes? Smothering your wife to death with a pillow.
The linked article doesn't reference the rather gruesome 'tutorial skip' mentioned in the patch notes, I think because it was written before this particular patch. I saw it mentioned in the comments though, and after reading that article I came here to see if there was a thread about it. Unfortunately not much going on in here yet.
Not really sure if this is the sort've game I'd be interested in playing, but I can imagine that I'll very much enjoy watching videos and reading commentaries of the many ways people have gotten themselves killed in it.
But this looks right up my alley. I'll be keeping my eyes out for this official demo.
What's this about the tutorial skip?
Ophidian Wars: Opac's Journey
If you watch some Youtube videos it appears you can:
Well, I would surmise that what we have here is a Dwarf Fortress-style "Losing is fun!" type of philosophy. Sooner or later you are going to get brainmunched, but devising increasingly clever and desperate strategies for holding out as long as possible and becoming more and more invested in beating lasting longer than your previous tries is a large part of the appeal.
Or so I would guess. I'm probably going to wait until a "completed" public demo comes out to give this a try.
I'll be keeping my eye on this. Seems they are developing it pretty rapidly too.
Not comparable, since Dwarf Fortress has the potential for creating a fortress that won't implode unless something incredible disastrous happens, if planned properly. Also, the "Losing is fun!" comes from hilarious random catastrophes, and not from a "survival" scenario alone, where you can't actually survive. Another reason why I avoid Survival modes in games like L4D etc. If there's no chance of survival, why bother in the first place? Even the slightest possibility would be enough. Trying to beat your previous time or some such bullshit holds no appeal to me, which is unfortunate, as I like the idea of zombie survival otherwise. Hopefully Dead State has some hint of that at least.
Of course, survival with no hope can work if there is some possibility of me working myself into a mental state of vindictive payback, but zombies don't offer that option.
I'll still probably check this out :P
While the area's themselves are not procedurally generated, the contents of containers are random. I believe they are going to expand the current Alpha area, and have said they plan on creating different locales that can be traveled to as well. I do believe they've said the possibility of procedurally generated area does exist, but it's a far in the future kind of thing.
Honestly, I never even bothered with the game I bought to get Zomboid. I just bought the most expensive one to give them the biggest donation.
Right now, they're being slowed down because they have to process all the orders manually. They've said that they have someone setting up an automated process to take the burden off them.
edit: must have been a bug; clicking a bed didn't do anything until I refreshed.
http://www.kotaku.com.au/2011/06/in-the-zombie-apocalypse-i-died-of-cooking-soup/
It reminds me of a more in-depth version of Survival Crisis Z
Which is a good thing.