likaq on 14/6/2012 at 20:58
This is one of the games I am really excited about! Dead state is a :
Quote:
compelling, high-tension RPG set at the beginning of the zombie apocalypse. As society is beginning to fall apart, the player must organize allies, fortify a shelter, scout for food and supplies, and make uncertain alliances, attempting to hold together a group as humanity teeters on the brink of extinction. And although the zombies lurk as an ever present threat, the biggest obstacle to the player may just be other humans with the same goal: survival at any cost.
Lead designer/writer for DS is Brian Mitsoda. Yes, the same Brian Mitsoda who worked as lead writer on Vampire the Masquerade: Bloodlines and who worked at Black Isle Studios, Troika Games, and Obsidian Entertainment before founding DoubleBear Productions.
Core features:
-A PC RPG with stats, skills, and perks that make a huge difference on your character’s abilities.
-Dozens of characters with branching, reactive dialogue, and randomized events that unfold over months of in-game time – player decisions and the death of loved ones can change relationships drastically.
-Turn-based combat where line-of-sight and noise affect whether you are spotted or not, making for extremely tense encounters.
-Base-building mechanics featuring multiple upgrades, NPC jobs, and item manufacturing.
-Scavenging mechanics that require players to find supplies, weapons, armor, and other items to keep their allies fed and alive.
-A morale system that factors in player success/failure, allies’ faith in the player, and the overall strength of the shelter.
-Crisis Event dialogues that factor in political maneuvering and making difficult choices that affect your whole shelter.
-Reactive AI that responds realistically to combat situations, player commands, and the state of panic from the presence of zombies.
Link: (
http://www.kickstarter.com/projects/70755535/dead-state-the-zombie-survival-rpg)
:thumb:
SubJeff on 14/6/2012 at 21:15
Yeah, read about this on RPS, wondered what had happened to it. Looks good.
Yakoob on 14/6/2012 at 22:18
Looks awesome. but probably only like half of those features make it in the final game.
EvaUnit02 on 16/3/2013 at 22:26
Here's a WIP combat demo. The game's shaping quite well, IMO.
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Quote:
It shouldn’t be seen as a preview of a final game, but as a milestone that shows a lot of our basic systems coming online as a playable whole. There’s still a lot to create and balance, but the basics of the game that you helped fund is taking shape. Let’s take a first look:
Couple of notes on the video:
-Everything you’re seeing is real-time, no editing tricks, no pre-scripted behavior. AI reacts to noise and zombies will spawn to the map if you make too much noise. They spawn at the blue exit zones.
-All our map pieces are built in a modular fashion. Creating pieces or structures once allows us to easily drop them down on a grid and arrange them to create a new map.
-Llano is one of the first areas, and it’s fairly forgiving. Both Vic and the player character were slightly more buff than they would be for the final game. They are using lower level equipment and have no armor on.
-Although I didn’t loot every container, collecting supplies is really important. Combat is dangerous, but sometimes unavoidable. Killing enemies doesn’t give skill points - gathering resources or meeting objectives does – but all the same it’s a good idea to stay well-equipped and alert.
-You may notice guns are noisy but powerful. It may be easier to clear out zombies with them, but you will constantly alert area zombies or summon new zombies to the map, which will chew up your ammo. Ammo is pretty scarce in our game. Enemies are dipping into their ammo on hand – if they use it up on you, they won’t have any when you loot them.
-Pathfinding is unoptimized, which will explain some slowdown in narrow areas/near doorways.
-The looter is reloading on her turn. Since there’s no animation, it might seem like she’s not doing anything, but that’s what she’s doing. You may notice it when Vic just stands there on his turn too.
-Zombie noises are placeholder. A final sound pass will happen closer to beta.
-Ally implementation is still being fine-tuned.
-Zombies have a grapple attack that is not featured here. The only attack they have in the video is their basic claw attack. They are a lot more dangerous when they have their full set of bites/takedowns, which are being fine-tuned right now.
-Loot containers are getting a visual tweak so that they can be spotted by sight alone.
-There will eventually be a musical stinger to notify you that someone can see a new enemy.
-Weapons have multiple attacks. We're still working on alt animations and effects, so we didn't show them off.
-We are working on trying out a “zombie turn” where all the zombies move at once.
(
http://www.kickstarter.com/projects/70755535/dead-state-the-zombie-survival-rpg/posts/428649)
Muzman on 17/3/2013 at 02:50
Of all the bazillion zombie games coming out a couple of years ago it was Project Zomboid and this that seemed the most interesting of the lot.
But PZ befell all kinds of disasters and this is taking aaaages. Maybe it's a good thing to be clear of all the other mediocre stuff.
EvaUnit02 on 19/3/2013 at 04:34
Quote Posted by Muzman
Of all the bazillion zombie games coming out a couple of years ago it was Project Zomboid and this that seemed the most interesting of the lot.
But PZ befell all kinds of disasters and this is taking aaaages. Maybe it's a good thing to be clear of all the other mediocre stuff.
What sets Dead State apart is that it's narrative driven and has an emphasis on characters, holding true to its Black Isle/Obsidian/Troika roots.
faetal on 19/3/2013 at 10:50
PZ has a very steep learning curve as I remember from the alpha / beta / whatever. You have to really be in the mood to play it.