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Author Topic: Zomboid  (Read 75976 times)

hachnslay

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Re: Zomboid
« Reply #360 on: October 20, 2011, 08:52:59 am »

Most of those things you'd notice being applied. I'm not sure about ether (wasn't it an old antesthetic?) but anything else that would knock you out, eg. chloroform, would need to be forcibly applied to force inhalation, and you'd deffinitly remeber someone coming up behind you and shoving a stinky damp rag in your face... If you live anywhere near urban, most likely you were all just accostumed to loud noises, or just sound sleepers. I remeber my dad once slept through a storm in China which blew out the windows on the other side of his hotel. I constantly sleep through my alarm, and it's an annoingly loud buzzing noise right next to my ear (my wife hates me for this). It's amazing how lazy the subconcious mind is, and how easily we write off sounds in the night. (it's the cat/a car door/grandma in the basement closet).

sleeping through my alarm.
that's why my PC has the alarmclock of justice.
I wake up every morning to the the soft sounds of Turmion Kätilöt - Rautaketju at about 100DBa . It's a horrible song, but it definitely wakes me up.
« Last Edit: October 20, 2011, 08:59:04 am by hachnslay »
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Seamas

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Re: Zomboid
« Reply #361 on: October 20, 2011, 03:58:15 pm »

I had a fairly epic episode playing the full version last night, that I thought I'd share if anyone wanted to get juiced about this game. 

By far my most successful character, Tony Swafford the construction worker lived 13 days and 16 hours before being overtaken by a horde of zeds in the upstairs arsenal of the police station (I'm playing the community map mod available on the PZ forums) during the night. 

It was interesting and encouraging to see a new dimension of suffering added to my character's short post-apocalyptic career, than made it all feel much more absorbing that a common shoot-em-up/ resource scavenging grind.  Which is nice.

The first three or four days he spent in a mad rush about town in search of a proper weapon (at last, the shotgun was uncovered somewheres) and eventually barricading supplies to fortify a safehouse.  After getting squared away, boredom began to creep in while the barricaded doors held off the zeds.  He hacked down his own barricades to get back out into the fray, and restock on canned foods.  The following week or so was a drunken blur after discovering a well-stocked pub next door, as he lost sight and hope drinking his predicament into a bottle.  Life was pretty stable for this period - after waking up in the safehouse, he'd stumble next door, hacking a shambler or two on the way to the bar, empty a few bottles of spirits, and stumble back completely smashed, taking pot shots at zeds on his merrily chagrined walk back into the safehouse to sleep.   Life was good, if meaningless for a time.

But late in the second week, ammunition was running out and his head cleared.  He undertook exploring the town in search of caches or better living arrangements before finding the police station, with a well-stocked arsenal tucked away upstairs.  This became home for a day or two, when Tony fell sick from eating some rotten food. 

The timing of the zed hordes couldn't have been planned this well; it was late in the night, and having just returned from a scavenging foray, Tony was very tired and already seeing in tunnel vision from his sickness.  Downstairs, the sound of shattering glass heralded the arrival of an innumerable horde of zombies, headed up the stairs for his blood.

He loaded the shotgun and pumped away at the mass of undead until the stairs and floor were littered two deep with the bastards, but still they kept coming.  Spent shells would have been smoking faintly from the floor as he grabbed fresh ones by the fistful out of his pockets.  Now utterly exhausted and mentally in shock, his dampened awareness limited his vision in dark of nighttime to a thin sliver, and soon even lifting the gun became an insufferable challenge.  The barrel must have been white hot.

Then the bites began to come.  A bite on the shoulder, then one on the wrist, then another zed from behind caught him off guard.  Dropping the shotgun he pulled out his machete to hack them away, and yet more emerged from the stairwell to replace the fallen.
At some point he couldn't fight anymore, and the soiled blade fell from his weary fingers.  Blood seeped from innumerable wounds...vaguely he could perceive his life fading when things went black, as they got him at last.


Forgive that RP tangent, but all of these events did happen and added some much appreciated depth to an otherwise straightforward game.  I really like the way psychological and physical stress change the way you have to play, in order to survive.
The game should only get more interesting as it develops from here.  Lifetime license is only 8 bucks, I'll call it a deal.
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Kaleb702 Games

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Re: Zomboid
« Reply #362 on: October 20, 2011, 10:13:41 pm »

Hmm.
This is sounding quite interesting. I would buy it, but I'm still not sure about if it will get anywhere.
Though the support would only make it go farther...

I'm split.
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lordcooper

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Re: Zomboid
« Reply #363 on: October 27, 2011, 10:52:04 pm »

Apparently they're back to work as usual, with a brand new (and much needed IMO) Community Manager on board.
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Tilla

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Re: Zomboid
« Reply #364 on: January 08, 2012, 05:18:36 pm »

The new update seems to be in the home stretch, with debugging, tweaking, and balancing only left. There's a blog post going into details here: http://projectzomboid.com/blog/index.php/2012/01/update-news-windows-of-death-carpentry-and-content-lock/

The major features are:

1. NPC system. First part of them anyway - they're now able to follow you, but also survive on their own in groups or alone similar to players, including looting and fortifying.

2. Skill progression. Players start a little weaker now but earn XP for each action to apply to skills.

3. Carpentry system. Build whole new buildings with enough time and effort. Carpentry skill unlocks more and more of the games existing tiles.

4. Pushable/draggable objects. Drag a book case in front of a door for defense or push a shopping cart, for example.

5. Windows overhaul. Glass can now be broken and windows can be used as an entry point to a room.

6. Bigger maps. The rebuilt game code allows them to double the dimensions of the current maps - from 150x150 to 300x300 tiles

7. Graphics overhaul. New lighting engine makes the world darker unless lit with unnatural means at night (streetlights, flashlights, etc now in-game). New details to the maps, including making things a little more 'real'.

8. New weapons, of course. Pool cues, sledgehammers, kitchen knifes, sawn off shotguns

9. Mod tools. Edit floor and wall tiles, costumes, etc.
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Croquantes

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Re: Zomboid
« Reply #365 on: January 09, 2012, 12:50:36 am »

I wonder if I can still get stuck in doorways. :( I keep getting stuck in them and starve to death after a few days. Gotta be the lamest way to die ever.
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Leatra

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Re: Zomboid
« Reply #366 on: January 09, 2012, 05:36:39 am »

Can we still kill +10 zombies with one shot?
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mendonca

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Re: Zomboid
« Reply #367 on: January 09, 2012, 06:23:39 am »

Can we still kill +10 zombies with one shot?

Probably, unless they have tweaked the shotgun.
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Deon

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Re: Zomboid
« Reply #368 on: January 09, 2012, 07:24:26 am »

Can we still kill +10 zombies with one shot?
Yes, with a +10 shotgun.
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Leatra

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Re: Zomboid
« Reply #369 on: January 09, 2012, 09:21:52 am »

Can we still kill +10 zombies with one shot?
Yes, with a +10 shotgun.
8)

Anyway, I hope too see more firearms and more combat mechanics.
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hawkeye_de

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Re: Zomboid
« Reply #370 on: January 22, 2012, 11:05:13 am »

just have seen this gem today...is this a kind of roguelike or is the content pretty static?
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Deadmeat1471

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Re: Zomboid
« Reply #371 on: January 22, 2012, 01:50:18 pm »

From what I can tell, static map but alot of the items are? randomised. Unsure as to this tho.
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Cthulhu

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Re: Zomboid
« Reply #372 on: January 22, 2012, 01:55:56 pm »

The map never changes, but there are a few different places you can spawn in, the zombies spawn differently each time, and the items are distributed randomly.
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Evaristo Carriego

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Re: Zomboid
« Reply #373 on: January 22, 2012, 05:10:19 pm »

^ One of the weakest points of the game, IMO. Even more so when the default map is rather... limited. The devs said they discarded procedural generation because they don't want stuff like toilets popping up in kitchens and such, but even randomly placing whole buildings would give each playthrough a fresh feel.
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GlyphGryph

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Re: Zomboid
« Reply #374 on: January 22, 2012, 05:36:19 pm »

Quote
^ One of the weakest points of the game, IMO. Even more so when the default map is rather... limited. The devs said they discarded procedural generation because they don't want stuff like toilets popping up in kitchens and such, but even randomly placing whole buildings would give each playthrough a fresh feel.

Every times the devs say things, it makes me want to facepalm. :P
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