Vault Dweller said:
I think that creating barricades is an excellent feature that would greatly enhance any game, but I think that it will be almost impossible [for a small team] to implement. If I'm wrong, show me how and I'll be very, very grateful.
I think you're overcomplicating it. Hell, even the method denizsi described seems more complex than is necessary to me. Think of something like Divine Divinity, where you can pick up and drag objects to different places. Add the ability to rotate objects 90 degrees around a vertical axis by pressing left and right, and maybe for some things like tables the ability to rotate them 90 degrees around a horizontal axis by pressing up and down. If an object is placed in a logical manner in a tile next to the door, have it add a set amount of points to the "HP" needed for zombies to break through that door (or if combat mode hasn't started, add a set amount to the time it takes them to break in). If the object is placed in an illogical manner, or if you're stupid enough to barricade a door from the wrong side, it doesn't, but maybe costs the zombies a few extra AP at the start of combat to knock down/climb over it, buying you time for an extra shot or two.
Edit: Come to think of it, a barricade system could be made even simpler. Instead of making objects placeable in any tile, just make it so that when you drag an object to the door, it snaps to place in a logical manner with a premade graphical representation. Though this would require a bit more work from the graphics designer.
Like you say, this is an RPG; there's no need to make a complex barricading simulator. And there's also no need to make every object usable in this way, just ones that would make sensible objects for a barricade (e.g., chairs, bookshelves, desks, tables, couches, beds). Hell, you can even make objects only movable as such outside of combat to avoid having to make AP calculations for moving them; your chars will probably be too distracted to waste time making barricades once combat has started, anyway. It hardly requires a "huge database of objects with stats and different combinations". This is an indie game; I don't think anyone expects the devs to devote a huge amount of time to making such a minor aspect of the gameplay perfectly realistic.
It does make sense to devote
some time to it, though, as it's pretty relevant to the setting. Suppose you're in a room and hear/see a horde of zombies approaching from outside, too many for you to handle. What's the most sensible response? Barricade all the doors the zombies are approaching to buy yourself the time to do what you need to do in that room before fleeing (whether in the form of a fighting retreat or through some method other than the blocked doors). Smaller but tough zombie group approaching? Barricade all but one entrance to create a chokepoint for a while before they break through from the other direction(s). Making a last stand to protect some helpless NPCs, the rest of your party, or a MacGuffin of some sort? Have them escape through one exit and barricade it from the other side. And so on. Of course, if the design of the game is such that situations like these are unlikely to come up (e.g., all zombie encounters are in large, open areas), there's no reason for any sort of barricading system. This seems in line with what Annie and Bryan have described, although I would still expect
some encounters to take place in small, enclosed areas.
With regards to the picture, it looks great to me; the graphics are better and more detailed than any indie game I've played and the shadows are pretty well-done (though it seems odd for a library to only have lights on one wall, especially since most schools employ ceiling lights). I don't see why people are criticizing it for not looking like zombies have ravaged it; given that the game takes place at the start of the zombie uprising, there would surely be several areas that are as of yet untouched. I have to echo the criticism a few others have made, though, about the objects seeming a little
too perfectly placed/"symmetrical" (e.g., the chairs around each table are spaced perfectly, each table has one open book and 2-3 closed ones). It makes the location feel static/not "lived in" by actual people. A few discarded books on the floor, an empty table or one piled with a ton of books, placing some of the chairs in a bit more haphazard manner - these things would go a long way to making the location feel more genuine. [/wall of text]