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Author Topic: Rogue survivor: Roguelike Sandbox Zombie Game! Alpha 7, be human, become zombie  (Read 126465 times)

Deon

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Green district:


Sewers:


Can't... stop... spriting... :D
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Robsoie

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Very impressive 2D artwork.
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kulik

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Those plants in the park are awesome.
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Deon

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I took them from one of texturing sites. Minimal edits and resizing, and voila :P. So sadly they are not a freehand work, but they are too cool to drop :P.
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moghopper

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Any chance you could do some tweaks with the way zombies are spawned? After I did a 100+ day survival run I noticed a few problems popped up in the game.

Some problems i noticed:

1: Food is nigh imposible to find as the sheer mass of zombies present later in the game makes going anywhere suicidal

2: Too many zombies spawn. The game ceases to be fun when the entire area is literally covered in zombies. The problem is the percentage of zombies that spawn based on the day 0 amount. This leads to INSANE amounts of undead.

3: The special zombies (Zombie Masters especially) are in HUGE numbers later on. I was seeing gangs of around 7 or 8 zombie princes and even more zombie masters and lords. Add to the fact that there were 3 or 4 of these gangs per area...

4: All safe houses become impractical to use as the sheer amount of zombies gurantees that you will be found in hours. The only viable places to hole up in are dead ends in the sewer, the hospital or police station. Anywhere else is a guranteed death trap.

Perhaps only having one kind of zombie and making it so new zombies only spawn from killed survivors. Maybe have infection on bites with an invisble timer going until they turn. It would add another layer of immersion.

Well thats how I see things.
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kulik

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Any chance you could do some tweaks with the way zombies are spawned? After I did a 100+ day survival run I noticed a few problems popped up in the game.

Some problems i noticed:

1: Food is nigh imposible to find as the sheer mass of zombies present later in the game makes going anywhere suicidal

2: Too many zombies spawn. The game ceases to be fun when the entire area is literally covered in zombies. The problem is the percentage of zombies that spawn based on the day 0 amount. This leads to INSANE amounts of undead.

3: The special zombies (Zombie Masters especially) are in HUGE numbers later on. I was seeing gangs of around 7 or 8 zombie princes and even more zombie masters and lords. Add to the fact that there were 3 or 4 of these gangs per area...

4: All safe houses become impractical to use as the sheer amount of zombies gurantees that you will be found in hours. The only viable places to hole up in are dead ends in the sewer, the hospital or police station. Anywhere else is a guranteed death trap.

Perhaps only having one kind of zombie and making it so new zombies only spawn from killed survivors. Maybe have infection on bites with an invisble timer going until they turn. It would add another layer of immersion.

Well thats how I see things.

Don't want to sound like a smart ass here, but these points you made, may be the way how the game is trying to tell you its time to die. Its a zombie apocalypse with no escape from the city after all. ...loosing is fun.
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The Merchant Of Menace

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Presumably at some point it will be possible to "win"
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*Hugs*

Megaman

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Human skin seems a bit too pale.
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Hello Hunam

Ivefan

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...tell you its time to die.
Noway, sometime the city is bound to run out of people to zombify. Perhaps the zombies start to rot after a while but otherwise, you have a mission - to put a bullet in the head of every single one of them.
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Robsoie

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Zombies can evolve the more they kill.
That's why it is very recommended to patrol your sector and destroy them instead of letting them alone in their corner, free to kill more livings.

Unless of course you may want to see what a bunch of zombies masters/princes/neophytes/disciples that evolved, after weeks of feeding, from the lowly zombies you ignored can do to your survival chances after a while ;)

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moghopper

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Zombies can evolve the more they kill.
That's why it is very recommended to patrol your sector and destroy them instead of letting them alone in their corner, free to kill more livings.

Unless of course you may want to see what a bunch of zombies masters/princes/neophytes/disciples that evolved, after weeks of feeding, from the lowly zombies you ignored can do to your survival chances after a while ;)

well, I did patrol my sector and wipe out undead. The problem with this is that later on it just starts spawning evolved undead in ever greater numbers. This reached a head when it started spawning multiple zombie masters, red skeletons, and dark shamblers every night. So patroling will only do so much for so long.
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Robsoie

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Hopefully once missions/ending content will make it, there should not be those kind of problem anymore.
I hope there will be an option to control if we want to see those neophytes/prince/disciples spawning or only  regular weak/strong zombies to fits a bit more some classic zombie ambiance.

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Deon

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Or we could already mod all zombies to have similar stats and only change graphics. That's totally doable.
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Deon

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'DEONAPOCALYPSE', a Rogue Survivor mod
« Reply #778 on: March 02, 2011, 08:53:57 am »


* Total graphical overhaul. Much darker and realistic theme, lack of "status icons" over characters which makes the game harder and more immersive.

* Zombies can hear now. Careful with shooting.
* Battery-using items last much longer.
* Skeletons are replaced with dogs.
* A bit of tribute to L4D: L4D-themed consumables (pills, medkit, adrenaline).
* One of golf clubs is replaced with machete, The Axe replaced with chainsaw.
* Various tweaks to enemies and weapons, firearms are a bit better now, but some enemies are generally harder to kill.


Screenshots:













« Last Edit: March 02, 2011, 09:00:39 am by Deon »
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Tellemurius

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*drooling*
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