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Author Topic: Zomboid  (Read 76008 times)

Tilla

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Re: Zomboid
« Reply #225 on: August 25, 2011, 02:43:11 am »

from the sounds of it they are gonna make every option available to everyone even if you purchase the Desura option now or whatever
Well not quite. To avoid people making three copies and giving each to different people, you lose rights to the old copy when you transfer between the services.
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ChairmanPoo

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Re: Zomboid
« Reply #226 on: August 25, 2011, 04:13:44 am »

pfff, as if they couldn't download it from the bay if they felt like it ::). They should avoid that kind of anticopy schemes.
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Rumrusher

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Re: Zomboid
« Reply #227 on: August 25, 2011, 07:17:15 am »

I kinda wonder how crazy the scenarios can be in Zomboid. Hopefully someone could build a fort then send out zombie hunters to scavenge for food and have a farm set up then start deconstructing nearby buildings for resources.
though this must be my DF instinct on setting up a fort from crazy conditions.
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Saint

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Re: Zomboid
« Reply #228 on: August 25, 2011, 07:24:22 am »

Sorry Fikes, it aint out yet.

Saint, you have a few weeks at least before it will be 'on steam' and then it will just be a redeemable steam code, not a direct purchase from steam.
Well that's a bummer.
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CT

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Re: Zomboid
« Reply #229 on: August 25, 2011, 06:08:16 pm »

I know it's still early in development but are there any multiplayer ideas that have been confirmed or something of that sort?
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No, yep. That's what I meant too. I want to come out of the theater completely fucked up for weeks.

Tilla

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Re: Zomboid
« Reply #230 on: August 26, 2011, 12:42:56 am »

I know it's still early in development but are there any multiplayer ideas that have been confirmed or something of that sort?
Multiplayer is confirmed as a small scale affair (no more than 8-10 players) with primarily co-op. This will not happen until the singleplayer version is most or fully complete.


Just took a peak at their thread RE: the Sunday update and I saw some of their near future plans:

1> In the time while waiting to sort out digital distribution stuff they've gotten 80-90 percent of the infrastructure for NPC characters done, so that will be easier to complete fairly soon.

2> The artist has begun working diligently on the next section of the world map but requires part 3 which is below.

3> Saving! To travel between sections of the city, obviously you'll want to save your progress in the previous zone for later reference, and to free up memory since it is Java after all. So saving will be in.
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dennislp3

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Re: Zomboid
« Reply #231 on: August 26, 2011, 12:50:20 am »

from the sounds of it they are gonna make every option available to everyone even if you purchase the Desura option now or whatever
Well not quite. To avoid people making three copies and giving each to different people, you lose rights to the old copy when you transfer between the services.

Obviously I merely meant that they intend to make switch overs possible
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Tilla

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Re: Zomboid
« Reply #232 on: August 28, 2011, 12:42:28 am »

https://s3.amazonaws.com/alpha.projectzomboid.com/pz015testversion_5.zip

There's a test version of the new update available. Requires a username and password.
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nenjin

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Re: Zomboid
« Reply #233 on: August 28, 2011, 09:02:43 am »

Well if anyone wants to know what kinds of things Indiestone has been spending their time doing since the slow down....

Spoiler (click to show/hide)

Channeling the Walking Dead/Left 4 Dead it seems. I'd like it more if I hadn't already seen it done in a few places before.
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Cautivo del Milagro seamos, Penitente.
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lordcooper

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Re: Zomboid
« Reply #234 on: August 28, 2011, 09:50:32 am »

At this point it's worth mentioning that Will recently joined as a writer.  You can't blame the wait on that.
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nenjin

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Re: Zomboid
« Reply #235 on: August 28, 2011, 09:58:22 am »

I didn't dink with the sandbox mode for more than 30 mins. (Partially because I pretty much got screwed immediately on starting.)

No idea how much of this will be cleaned up in the full version TBR soon but....

Customization options are pretty basic at this point. 4 skin tones, two face models.

Five or six professions, the ones you'd expect mostly. Cop, Security Guard, Fire Fighter, Park Ranger, Construction Worker.

The traits are....well, not really balanced as I see it yet. To buy any additional traits you have to take negative traits, and you have to take substantial negative traits (from a survival perspective) to buy any of the helpful ones. So like, light drinker gives you two points to spend....but the cheapest positive trait right now costs 3. You could make three by also taking clumsy....but for 1 point, making more noise while you move around sounds like a death sentence.

So all in all the traits and such for sandbox, in this pre-release, seem very basic. Like the system just got in place.

They've added a clothing slot for jeans, shoes and a shirt. I assume maybe armor might go there at some point.

Rain now makes you damp, which makes you run slower and possibly catch a cold. That's a huge bitch.

Didn't really see much else in the time I spent with it. I made two guys and both had mega-hordes waiting right outside their spawn point. I think they said something about the zombie spawns being borked in this version.

So all in all.....if the full release is just a cleaned up version of this, I don't know if I'm exactly satisfied. There's no random map generation so far and that is really killing my ability to replay this much at all. Then again it's not like I have some deadline they need to meet. Really they need to start focusing on the sandbox aspect full-time, because it feels like this whole Kate and Baldspot thing is ultimately taking time away from the mode that everyone is wanting to play. So my reaction to that nice art work and hiring a writer is kind of mixed.
« Last Edit: August 28, 2011, 10:10:32 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Tilla

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Re: Zomboid
« Reply #236 on: August 28, 2011, 06:04:03 pm »

There won't be random map generation at least until the standard city layout is done. Maybe later. There is however modding ability to add new maps already in, and more sections of the default city being worked on at present.

Most of what's in this version is small additions like curtains, alarms, jukeboxes, etc
 and infrastructure for further features - for instance, the customization system can now be fleshed out now that it has the basics and interface in place, and NPCs can now be coded in properly. Keep in mind this game still has at very least a year of development left.

Also the game is now buyable via Desura for about $8. Now that this stuff is sorted, they can get back into the more regular weekly-or-so updates.
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Flying Dice

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Re: Zomboid
« Reply #237 on: August 28, 2011, 06:29:39 pm »

I'm a tad bit curious. Is it anything more than Cataclysm (or at least what Cataclysm is going be several versions from now) with isometric 3d graphics instead of ASCII?
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nenjin

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Re: Zomboid
« Reply #238 on: August 28, 2011, 07:07:14 pm »

Just based on reading the Cataclysm thread, it's significantly less whacky.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Tilla

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Re: Zomboid
« Reply #239 on: August 28, 2011, 07:42:24 pm »

Yah, it's vaguely similar to Cataclysm on some levels, but with awesome isometric sprites, stirring music, and no enemies that aren't either human or zombies.
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