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Author Topic: Zomboid  (Read 75905 times)

justinlee999

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Re: Zomboid
« Reply #60 on: March 30, 2011, 04:43:37 am »

I edited my post by the way, might want to respond to that.
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mendonca

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Re: Zomboid
« Reply #61 on: March 30, 2011, 04:45:18 am »

Interested in this project, if only for the UFO: Enemy Unknown feel going on.

Especially the 'electro-flare' glow at night.

Will definitely put up a fiver for this.

And Lemmy: Reading your blog made me think of the time as a student when we used to shop at ASDA, get there by foot, and take a whole trolley back to our house with us. Which raises the question - can you fill a shopping trolley full of explosives and push it down a hill in to a horde of zombies?
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justinlee999

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Re: Zomboid
« Reply #62 on: March 30, 2011, 04:46:32 am »

By the way, I didn't really feel "Looks like XCOM" when I first saw it, more like "Looks like another project I know that has been on for years now and never completed", particularly the character style.
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lemmy101

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Re: Zomboid
« Reply #63 on: March 30, 2011, 05:32:01 am »

Interested in this project, if only for the UFO: Enemy Unknown feel going on.

Especially the 'electro-flare' glow at night.

Will definitely put up a fiver for this.

And Lemmy: Reading your blog made me think of the time as a student when we used to shop at ASDA, get there by foot, and take a whole trolley back to our house with us. Which raises the question - can you fill a shopping trolley full of explosives and push it down a hill in to a horde of zombies?

Thanks! :D

Also love the shopping trolley idea!
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mendonca

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Re: Zomboid
« Reply #64 on: March 30, 2011, 06:04:41 am »

Accidentally donated £20.

I insist you spend the £15 difference on fun things, like booze.

Take care, and good luck with the project.
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lemmy101

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Re: Zomboid
« Reply #65 on: March 30, 2011, 07:23:01 am »

Accidentally donated £20.

I insist you spend the £15 difference on fun things, like booze.

Take care, and good luck with the project.

Oh my! You sir are awesome and we love you! <3 Thank you!
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justinlee999

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Re: Zomboid
« Reply #66 on: March 30, 2011, 07:59:56 am »

Maybe you could disregard my previous comment. A fully interactive environment would be taxing on a browser game and a game with a low budget no?

I might donate sometime around April.
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x2yzh9

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Re: Zomboid
« Reply #67 on: March 30, 2011, 11:11:11 am »

Later in the game, when the infection is substantial and 'clean-up crews' are sent through the streets, will they receive supply drops that you could kill their team for? How difficult to kill will the crews be?

Sowelu

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Re: Zomboid
« Reply #68 on: March 30, 2011, 01:38:11 pm »

having the clutz who always leaves doors open or makes unnecessary noise (who if you're particularly callous, you may say 'hey let's go and get supplies' then take him up the street and put a bullet in his head, come back and tell the rest he got eaten)

So kind of like Space Station 13 with zombies?

Sounds like it will be possible, nay easy, to screw over other players in this game.  I insist that you give Space Station 13 a spin for a night or two when you don't mind an annoying learning curve and an annoying client.  It's very good at demonstrating what you have to watch out for when you create a world that might allow griefing.  I mean, yeah it's pretty fun, and it's kind of awesome playing a game where you can knock someone out with a toolbox, grab their body and stuff them into a cabinet and then weld the door shut...and then deadbolt the airlock into the room...and electrify it...but at the same time, it's pretty easy for someone to ruin the game by dicking around.  One guy in atmo decides to release plasma into the air vents, or someone goes around snipping wires and/or locking airlocks open to space...yeah.  It's fixable in that game, sure, but I still think it should be required reading for someone making a multiplayer game in the survival kind of genre, if you expect them to roleplay and the world is dangerous.
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lemmy101

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Re: Zomboid
« Reply #69 on: March 30, 2011, 06:09:30 pm »

Remember I was talking NPCs in that post, but when MP is in no reason the same wouldn't apply. :)

I think we're taking the 's**t happens' camp where if you're in a zombie apocalypse, you can bet your ass that there would be that guy who betrays the group and screws them all over, so why shouldn't people be able to screw people over in this game?

Since it's not an MMO, if you don't want to get screwed then don't play with a group who would screw you, or on a server anyone can join. :)

"Later in the game, when the infection is substantial and 'clean-up crews' are sent through the streets, will they receive supply drops that you could kill their team for? How difficult to kill will the crews be?"

Very difficult. :) We figure the best way is to make traps for them, particularly ones that get them eaten by a massive pack of zombies. Going toe to toe with heavily armed soldiers isn't a good idea ;)
« Last Edit: March 30, 2011, 06:11:41 pm by lemmy101 »
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Sean Mirrsen

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Re: Zomboid
« Reply #70 on: March 31, 2011, 12:29:27 am »

Going toe to toe with heavily armed soldiers isn't a good idea ;)
On the other hand, a few successful raids on such soldiers and the disparity in firepower will become negligible. Though I seriously doubt there will be one in the first place - if MacGyvering is allowed, the players will have such monstrous weapons that will make any clean-up crew run in panic.

Btw, have you looked at Dead Rising? Specifically for the item crafting ideas. A powered wheelchair with dual machineguns is a great way to get around.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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Neonivek

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Re: Zomboid
« Reply #71 on: March 31, 2011, 12:33:52 am »

Yeah but remember how in the very same Dead Rising they tended to seriously multiply the objects you used and often super charged them AND used TONS of duct tape?

Bucket + Screwdriver = Several supercharged Screwdrivers perfectly balanced and attached to a bucket.

The wheelchair is a good example. TECHNICALLY all he did was attach a battery to the chair (I think... it could have been a computer... as the battery could be the electric chair) and somehow got a working device.

I like dead rising 2 but BOY has it lead to some really horribly designed "Improvised weapon" games (or just one) where Shotgun + Marbles = Shotgun.
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Sean Mirrsen

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Re: Zomboid
« Reply #72 on: March 31, 2011, 02:41:20 am »

Well, DR2 is a console game. A console game with limited item slots, and ridiculously fragile fire axes and sledgehammers. It allowed itself some leeway in regards to crafting. You don't need to.

Btw, I suddenly feel as if the accepted currency items in the game will be cans of food, and rolls of duct tape.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

lemmy101

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Re: Zomboid
« Reply #73 on: April 01, 2011, 10:52:25 am »

Stress, morale, hunger and fatigue in the game:

http://www.theindiestone.com/lemmy/index.php/2011/03/31/stress-factor/
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Ivefan

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Re: Zomboid
« Reply #74 on: April 01, 2011, 01:42:45 pm »

Nah there is no happy ending. There is no way to stop the outbreak. A key factor of the game is your death is 100% inevitable, and it's the story of how you died. And it's that story and the things you accomplish and experiences you have while alive that are the 'goals' of this game.
Not that I mind the 'going out in a blaze' scenario, I just think that you should leave the possibility of outliving the infestation, even if it is near impossible.
Though I guess it would depend on the zombies. Do they decay, and if so, how long before they cannot move?

Other than that, Would it be possible to construct barricades to establish a safe-zone?(and becoming a target from other survivors)
Bows and crossbows would be a good silent ranged weapon and long spears good for defense, to stab them from outside their reach.
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