oh holy crap. I hit enter while sleeping during the tutorial and I accidentally slept for like three months because it multiplied the sleeping timeskip or something. when I completed the tutorial, like a MILLION zombies spawned. they tore down my barricades immediately and I didn't last long once I ran out of shotgun ammo and exerted myself with the spiked baseball bat.
27) Random buildings / doors will be locked and only openable from the inside. Fire axe and shotgun can attack doors. (Well everything can but most are ineffectual)
That'll be interesting. Far too often I find myself falling into a routine of where I go when I start a new game. Will be lessened as the gameworld is expanded I imagine, but this is a cool step.
EDIT: Even more
28) Craftable full-tile barricades made from 2 plank + 2 nails + hammer. Exact #'s still to balance.
29) Smashed doors either by player or by zombie yield some planks to pick up.
Keeps getting more awesome. From what a dev has said on the forums, number 28 will mean being able to barricade any open space. Meaning you can block off stairs, doorless doorways, even make fences (if you have the planks)
I have a question, can the game be played off-line yet? I only ask because power outages (and thus lack of internet) happen a bit more frequently around here than other places and I would like to be able to play this on the laptop in such an event. Or travelling. You know, like playing most games in Steam's offline mode.
If not, I eagerly look forward to when it is, then its a must buy for me to slip in among the rest of the zombie games I enjoy. Until then, I will look forward to it like I do Dead State from DoubleBear.
I have a question, can the game be played off-line yet? I only ask because power outages (and thus lack of internet) happen a bit more frequently around here than other places and I would like to be able to play this on the laptop in such an event. Or travelling. You know, like playing most games in Steam's offline mode.
If not, I eagerly look forward to when it is, then its a must buy for me to slip in among the rest of the zombie games I enjoy. Until then, I will look forward to it like I do Dead State from DoubleBear.
Not officially no, but here's a guide to making an offline version yourself. Of course, this version won't receive updates like the browser version will.
28) Craftable full-tile barricades made from 2 plank + 2 nails + hammer. Exact #'s still to balance.
Oooohh, how is this going to work? Will you be able to place them in any empty space? Block off stairs? Put them in empty door frames? Block off entire streets? Can't wait.
All of those.
Edit: That's what I get for not scrolling down to read an edited post.
28) Craftable full-tile barricades made from 2 plank + 2 nails + hammer. Exact #'s still to balance.
Oooohh, how is this going to work? Will you be able to place them in any empty space? Block off stairs? Put them in empty door frames? Block off entire streets? Can't wait.
All of those.
Edit: That's what I get for not scrolling down to read an edited post.
Don't feel bad. It's awesome enough to deserve being posted twice.
This has been deployed. May take 10 minutes or so to distribute to your corner of the world.
Note, this is just main features there will be numerous fixes not mentioned here. There may be new balance issues / bugs due to some of these but hopefully it'll improve a lot more than it causes new problems. ;D
1) N, E, S, W / NE, SE, SW, NW directional control toggle
2) Inventory grows to fill vertical space of sidebar.
3) Fixed various bed related bugs. Added option to sleep to avoid accidental clicks, or to inform player why they can't.
4) Fixed pot dupe bug.
5) Fixed the death sound screw up. WHEN DID THAT START HAPPENING?
6) Planks of wood will be useable melee weapons
7) A few stragglers aside, zombies flock together and slowly migrate around the map in one or more groups, meaning the zombie density around the map will differ massively, and this will change over time. This means that your safe-house may be left alone for some time before suddenly being in the centre of a massive shambling swarm.. This may need some balancing in future updates, but should provide more strategy to avoiding the horde. (Also running nonchalantly down an empty street at night then bumping into a ton of zombies is cool) This makes the opening section easier since you can find areas with low zombie numbers. It also makes it harder since if you happen to have a swarm around your house you're in trouble!
8) Scratches have only 25% chance of infection, and you will only find out a day or more later when you get queasy if you were infected. Bites are 100%.
9) You survived for...
10) Bite / scratch / death sounds.
11) Uhoh! Something that'll catch people out a fair few times before they adjust their plans slightly.
12) Can barricade with hammer in your offhand. Forgetting to do this if you have wood selected and try and barricade a door, it will fail but NOT open the door to all the zombies you're trying to protect yourself against.
13) Context sensitive clicking is disabled when CTRL is held.
14) Beds can only be used when within 'open container/open door' range.
15) Skipping tutorial will retain the 'safe zone' until you venture out, to make it a way of skipping the tutorial without punishing the player and thus making it a more attractive option. You evil, evil person. :P
16) Experimental - Raised day length to 20 minutes from 15 now we have fast forward. Have also doubled speed of fast forward (CPU dependent)
17) Food / pills can be eaten by putting them on the heart icon, in parallel to putting things in inventory.
18) Couches / sofas can be slept on.
19) Eating / pill popping no longer clears item from mouse. So eating multiple is just multiple clicks.
20) Restarting after death. Will skip front end and load the map again immediately. May cause obscure 'second playthrough' bugs from restart we'll have to deal with as they become apparent. May also be pushing it for memory on lower end PCs if the old map hasn't been garbage collected in time.
21) The heart icon does a little wiggle (like the moodles) when you sustain injuries, as a reminder that you might need to tend to some new ailment.
22) Mouse hotspot offset removed on Mac until proper cursors are working. Also option in lwjgl cache to disable on PC or re-enable on Mac.
23) Options file saved in lwjgl cache with game resolution. For those Mac users that need a different res for offline. Will have no effect when played in the browser.
24) Random buildings / doors will be locked and only openable from the inside. Fire axe can attack doors. (Well everything can but most are ineffectual)
25) Craftable full-tile barricades made from 2 plank + 2 nails + hammer. Exact #'s still to balance.
26) Smashed doors either by player or by zombie yield some planks to pick up.
27) Game pause/resume and speed control buttons on the hud.
1) Added padlock to lock inventory open.
2) Can remove planks from barricades and reclaim them. They will retain health in between uses.
3) Various zombie spotting chances changed. A player not moving inside a building will never be seen by a zombie from outside, they just don't have the cognitive ability to pick them out through a window, and higher floors the chances diminish too since they tend to look ahead.
4) Sounds in buildings are muffled so don't travel as far outside.
5) Some horde balancing / fixes.
6) Some aiming tweaks.
7) Reduced footstep range slightly.
8) Zombie spotted music will not play if the zombies are miles away or many floors below you.
9) Made the horde prefer outdoor locations and generally ignore doors without any stimulus from inside. They will on occasion disregard this inclination, to keep you on your toes. After all if a zombie starts thumping he'll attract attention from others.
10) Bug meaning scratches were 100% infection fixed.
11) Removed accidentally left in 'debug shotgun shells'.
12) Something along these lines (WIP):
The good news behind this is that we'll get a downloadable [edit: and update-able] version soon. I'm a little disappointed I can't get my Zomboid fix till then, though.
If that is the outcome, they will have a new customer in me. Oh, for the record, I haven't pirated the game, I have a smattering of patience and a bit of hard experience with pirated software when it came packaged with trojans of various kinds (keyloggers, zombie/botnet stuff and the like) many years ago that I hope I have learned a valuable lesson from. Who knows, I might have that stuff again anyways just from visiting the wrong website for a split second anyways but I know where that malicious stuff came from in the past and its just the stick part anyways, the carrot for me is knowing I support Indy Devs who give me the best gaming experiences these days I find.
So I started the game, went and got the sheets, pillow and pills. I bandaged one leg (somehow was unable to bandage the other leg) and gave her the pills. I said I was going to go out to get more supplies and such and decided to give her the pillow before I left.
Got food from house, and had to kill zombies on my way back. Crazy guy with gun comes and starts talking to the zombies and starts shooting them. However before he shoots them he lets a bunch in. I am stuck with my wife, overwhelmed by zombies. It doesn't last much longer then that.
Got through the tutorial, nice and easy. Claimed a block of flats all to myself. Got my right hand scratched and...
... We'll never know my fate because the thing crashed on me.
There's a tutorial?
If this isn't sarcasm, it kind of forces you through it every time.
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CarbonFireSee youin the countryRegistered Userregular
edited June 2011
Tried the demo for this. Has potential, though the interface is a bit of a mess at this point (to be expected with an alpha). Took me a while to figure out how to eat :P
Sadly, the replay value of this game without any sort of randomization is a bit suspect. It seems like once you've learned "the way to do things", repeating those should be easier. Unless item placement is completely random in the full alpha, in which case that might help a bit.
Demo is kind of hideous and clunky, but it's still very early so I can't be too harsh.
The planned feature list on the website sounds awesome. The one thing the game is nailing even in its early state is the atmosphere, and the music is excellent. I look forward to watching the game evolve.
Tried the demo for this. Has potential, though the interface is a bit of a mess at this point (to be expected with an alpha). Took me a while to figure out how to eat :P
Sadly, the replay value of this game without any sort of randomization is a bit suspect. It seems like once you've learned "the way to do things", repeating those should be easier. Unless item placement is completely random in the full alpha, in which case that might help a bit.
So if this keeps shaping up, it could be a brilliant game. As it is, it's already an entertaining and atmospheric timewaster. I finally lasted longer than a day and a half on my third or fourth try, after deciding to just skip the tutorial because of that damned house invader. I made it just over a week, in fact, which felt all the more since early morning on day two, my guy's leg got permanently mangled, and he spent the rest of the game walking around in a painkiller-and-booze induced haze, trying to stave off the pain and crippling disease.
What's the point of cooking the soup? I let it in the over for like 30 minutes, but it doesn't seem to do anything. Anyone knows how long it's supposed to cook?
EDIT: Can't believe I just wrote that in a thread about a zombie survival game.
What's the point of cooking the soup? I let it in the over for like 30 minutes, but it doesn't seem to do anything. Anyone knows how long it's supposed to cook?
I was wondering that, myself. Cooking food doesn't seem to actually do anything. I imagine it's just a feature that they have planned that hasn't been actually put in the game yet.
The soup at the very beginning? It's supposed to just trigger
the first madman. It causes the radio to go into stoy, and if you go to your wife, you come back downstairs to find a psycho. If you left the stove on your house burns down
The soup at the very beginning? It's supposed to just trigger
the first madman. It causes the radio to go into stoy, and if you go to your wife, you come back downstairs to find a psycho. If you left the stove on your house burns down
Right, but I get the idea that the scripted stuff that happens in the tutorial is meant to be an example of the sorts of things they're planning on including in the finished game as just stuff that can happen.
Curses, now that the game is a download I can't get it running on my Mac. There's a fix here but apparently I'm too stupid to follow clear instructions.
Faux edit: judging by later pages in that thread I'm not the only one, there's an awful lot of Terminal logs being pasted.
Now that I finally figured out how to get past the tutorial, I made it 4 days, 21 hours. I died getting greedy trying to bring too much back to my base of operations and ended up exhausting myself while surrounded
Posts
That'll be interesting. Far too often I find myself falling into a routine of where I go when I start a new game. Will be lessened as the gameworld is expanded I imagine, but this is a cool step.
EDIT: Even more
28) Craftable full-tile barricades made from 2 plank + 2 nails + hammer. Exact #'s still to balance.
29) Smashed doors either by player or by zombie yield some planks to pick up.
Keeps getting more awesome. From what a dev has said on the forums, number 28 will mean being able to barricade any open space. Meaning you can block off stairs, doorless doorways, even make fences (if you have the planks)
If not, I eagerly look forward to when it is, then its a must buy for me to slip in among the rest of the zombie games I enjoy. Until then, I will look forward to it like I do Dead State from DoubleBear.
Not officially no, but here's a guide to making an offline version yourself. Of course, this version won't receive updates like the browser version will.
Edit: That's what I get for not scrolling down to read an edited post.
Don't feel bad. It's awesome enough to deserve being posted twice.
Full Patch Notes:
Build 0.1.4a
This has been deployed. May take 10 minutes or so to distribute to your corner of the world.
Note, this is just main features there will be numerous fixes not mentioned here. There may be new balance issues / bugs due to some of these but hopefully it'll improve a lot more than it causes new problems. ;D
1) N, E, S, W / NE, SE, SW, NW directional control toggle
2) Inventory grows to fill vertical space of sidebar.
3) Fixed various bed related bugs. Added option to sleep to avoid accidental clicks, or to inform player why they can't.
4) Fixed pot dupe bug.
5) Fixed the death sound screw up. WHEN DID THAT START HAPPENING?
6) Planks of wood will be useable melee weapons
7) A few stragglers aside, zombies flock together and slowly migrate around the map in one or more groups, meaning the zombie density around the map will differ massively, and this will change over time. This means that your safe-house may be left alone for some time before suddenly being in the centre of a massive shambling swarm.. This may need some balancing in future updates, but should provide more strategy to avoiding the horde. (Also running nonchalantly down an empty street at night then bumping into a ton of zombies is cool) This makes the opening section easier since you can find areas with low zombie numbers. It also makes it harder since if you happen to have a swarm around your house you're in trouble!
8) Scratches have only 25% chance of infection, and you will only find out a day or more later when you get queasy if you were infected. Bites are 100%.
9) You survived for...
10) Bite / scratch / death sounds.
11) Uhoh! Something that'll catch people out a fair few times before they adjust their plans slightly.
12) Can barricade with hammer in your offhand. Forgetting to do this if you have wood selected and try and barricade a door, it will fail but NOT open the door to all the zombies you're trying to protect yourself against.
13) Context sensitive clicking is disabled when CTRL is held.
14) Beds can only be used when within 'open container/open door' range.
15) Skipping tutorial will retain the 'safe zone' until you venture out, to make it a way of skipping the tutorial without punishing the player and thus making it a more attractive option. You evil, evil person. :P
16) Experimental - Raised day length to 20 minutes from 15 now we have fast forward. Have also doubled speed of fast forward (CPU dependent)
17) Food / pills can be eaten by putting them on the heart icon, in parallel to putting things in inventory.
18) Couches / sofas can be slept on.
19) Eating / pill popping no longer clears item from mouse. So eating multiple is just multiple clicks.
20) Restarting after death. Will skip front end and load the map again immediately. May cause obscure 'second playthrough' bugs from restart we'll have to deal with as they become apparent. May also be pushing it for memory on lower end PCs if the old map hasn't been garbage collected in time.
21) The heart icon does a little wiggle (like the moodles) when you sustain injuries, as a reminder that you might need to tend to some new ailment.
22) Mouse hotspot offset removed on Mac until proper cursors are working. Also option in lwjgl cache to disable on PC or re-enable on Mac.
23) Options file saved in lwjgl cache with game resolution. For those Mac users that need a different res for offline. Will have no effect when played in the browser.
24) Random buildings / doors will be locked and only openable from the inside. Fire axe can attack doors. (Well everything can but most are ineffectual)
25) Craftable full-tile barricades made from 2 plank + 2 nails + hammer. Exact #'s still to balance.
26) Smashed doors either by player or by zombie yield some planks to pick up.
27) Game pause/resume and speed control buttons on the hud.
1) Added padlock to lock inventory open.
2) Can remove planks from barricades and reclaim them. They will retain health in between uses.
3) Various zombie spotting chances changed. A player not moving inside a building will never be seen by a zombie from outside, they just don't have the cognitive ability to pick them out through a window, and higher floors the chances diminish too since they tend to look ahead.
4) Sounds in buildings are muffled so don't travel as far outside.
5) Some horde balancing / fixes.
6) Some aiming tweaks.
7) Reduced footstep range slightly.
8) Zombie spotted music will not play if the zombies are miles away or many floors below you.
9) Made the horde prefer outdoor locations and generally ignore doors without any stimulus from inside. They will on occasion disregard this inclination, to keep you on your toes. After all if a zombie starts thumping he'll attract attention from others.
10) Bug meaning scratches were 100% infection fixed.
11) Removed accidentally left in 'debug shotgun shells'.
12) Something along these lines (WIP):
Read here
If that is the outcome, they will have a new customer in me. Oh, for the record, I haven't pirated the game, I have a smattering of patience and a bit of hard experience with pirated software when it came packaged with trojans of various kinds (keyloggers, zombie/botnet stuff and the like) many years ago that I hope I have learned a valuable lesson from. Who knows, I might have that stuff again anyways just from visiting the wrong website for a split second anyways but I know where that malicious stuff came from in the past and its just the stick part anyways, the carrot for me is knowing I support Indy Devs who give me the best gaming experiences these days I find.
And smothered her to death.
Off to a roarin' start.
And the litany of things that have happened to this studio in the process of making this game is just comical. What's next, an Uwe Boll movie?
Link
The game should be free in general, it's an alpha tech demo. What are these guys thinking?
Got through the tutorial, nice and easy. Claimed a block of flats all to myself. Got my right hand scratched and...
... We'll never know my fate because the thing crashed on me.
The game was leaked so they went ahead and released it as a tech demo. You pay now you get all the updates as they come.
Kind of similar to what Mount & Blade did I believe.
There's a tutorial?
If this isn't sarcasm, it kind of forces you through it every time.
Sadly, the replay value of this game without any sort of randomization is a bit suspect. It seems like once you've learned "the way to do things", repeating those should be easier. Unless item placement is completely random in the full alpha, in which case that might help a bit.
Well there is a way to skip it, but only if you are a horrible, horrible person... :?
The planned feature list on the website sounds awesome. The one thing the game is nailing even in its early state is the atmosphere, and the music is excellent. I look forward to watching the game evolve.
Item placement is random.
EDIT: Can't believe I just wrote that in a thread about a zombie survival game.
I was wondering that, myself. Cooking food doesn't seem to actually do anything. I imagine it's just a feature that they have planned that hasn't been actually put in the game yet.
Right, but I get the idea that the scripted stuff that happens in the tutorial is meant to be an example of the sorts of things they're planning on including in the finished game as just stuff that can happen.
Faux edit: judging by later pages in that thread I'm not the only one, there's an awful lot of Terminal logs being pasted.