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Tags: Dead State; DoubleBear Productions
As Dead State nears completion, updates are becoming more frequent. The latest Kickstarter update has some information on the demo that will be shown at PAX Prime next week, including a short Q&A and a batch of new screenshots.
Here's an excerpt from the Q&A:
As Dead State nears completion, updates are becoming more frequent. The latest Kickstarter update has some information on the demo that will be shown at PAX Prime next week, including a short Q&A and a batch of new screenshots.
Here’s what we’re showing off in the demo:
-The first 2 days of the game (with an abbreviated intro to get into the action faster)
-First look at the starter allies
-Dialogue reactivity to decisions, ally deaths, and ally requests
-The shelter and the shelter’s job board for assigning ally tasks
-Group combat, several weapons and armor types, statuses, and healing
-Zombies grapple, bite, and can takedown humans
-Allies/enemies killed by zombies will come back as a zombie
-A more dangerous group of human enemies
-Daily Results screen
-The Area Map
-Several combat areas
-New music tracks and sounds
Played through completely, it takes roughly thirty minutes to finish the demo, with several factors that can change the experience for each player. We’ll be there to give a brief tutorial and answer questions along the way. The demo is based on our Alpha build, and as a work in progress, you can expect some changes from now until release.
We’ve got DoubleBear pins to trade for evacuation notices (look for our personnel handing them out on the show floor), shirts for sale (including Friggin’ Chikin shirts), and for the first 100 or so people that play the demo per day, a special piece of swag.
-The first 2 days of the game (with an abbreviated intro to get into the action faster)
-First look at the starter allies
-Dialogue reactivity to decisions, ally deaths, and ally requests
-The shelter and the shelter’s job board for assigning ally tasks
-Group combat, several weapons and armor types, statuses, and healing
-Zombies grapple, bite, and can takedown humans
-Allies/enemies killed by zombies will come back as a zombie
-A more dangerous group of human enemies
-Daily Results screen
-The Area Map
-Several combat areas
-New music tracks and sounds
Played through completely, it takes roughly thirty minutes to finish the demo, with several factors that can change the experience for each player. We’ll be there to give a brief tutorial and answer questions along the way. The demo is based on our Alpha build, and as a work in progress, you can expect some changes from now until release.
We’ve got DoubleBear pins to trade for evacuation notices (look for our personnel handing them out on the show floor), shirts for sale (including Friggin’ Chikin shirts), and for the first 100 or so people that play the demo per day, a special piece of swag.
Here's an excerpt from the Q&A:
How long will the game be?
-We estimate at least 30+ hours, but that’s a very modest estimate. If the demo of the first two days takes about 30 minutes without the intro and the game takes place over A LOT more time than that, you can do the math. It’s a pretty big game.
Is this just another zombie game?
If you can think of any other real world RPGs with branching narratives and an emphasis on long-term survival and the psychology of survivors, while the zombies (which are never referred to with the “Z” word in-game) are just kind of a background issue, then yes.
Is it a for-real RPG?
-Yes, barring any silly debates of what an RPG is, the full game has got character creation, equipment, loot (yes, even on bodies), stats, non-linear levels, and most importantly, thousands of lines of reactive dialogue with choices that actually matter.
There’s so much stuff in the game that it physically hurts my brain to think of every system and character at once… The last time I did, I blacked out and woke up in the Ozarks, so please, let’s not cause any additional fugue states for the project lead.
I heard you started making this game in 1942! Why is this game not done yet?!
-Actually, this month celebrates one year of funded full-time development and most of the game has been developed in that year. Before, in the long ago before Kickstarter, we had a few people working on the game part-time, which for an RPG is like trying to build a skyscraper with enthusiasm and some cinder blocks. RPGs are like making five games and a novel and a movie where the audience votes on what happens in the next scene. We’re still a team of about fifteen, which is about 35 shy of a skeleton crew on most large games. We’ve come a long way to be able to have a playable demo and we’re really happy to be finally showing off the game to the public.
Well well, somebody's definitely been lurking on the Codex.-We estimate at least 30+ hours, but that’s a very modest estimate. If the demo of the first two days takes about 30 minutes without the intro and the game takes place over A LOT more time than that, you can do the math. It’s a pretty big game.
Is this just another zombie game?
If you can think of any other real world RPGs with branching narratives and an emphasis on long-term survival and the psychology of survivors, while the zombies (which are never referred to with the “Z” word in-game) are just kind of a background issue, then yes.
Is it a for-real RPG?
-Yes, barring any silly debates of what an RPG is, the full game has got character creation, equipment, loot (yes, even on bodies), stats, non-linear levels, and most importantly, thousands of lines of reactive dialogue with choices that actually matter.
There’s so much stuff in the game that it physically hurts my brain to think of every system and character at once… The last time I did, I blacked out and woke up in the Ozarks, so please, let’s not cause any additional fugue states for the project lead.
I heard you started making this game in 1942! Why is this game not done yet?!
-Actually, this month celebrates one year of funded full-time development and most of the game has been developed in that year. Before, in the long ago before Kickstarter, we had a few people working on the game part-time, which for an RPG is like trying to build a skyscraper with enthusiasm and some cinder blocks. RPGs are like making five games and a novel and a movie where the audience votes on what happens in the next scene. We’re still a team of about fifteen, which is about 35 shy of a skeleton crew on most large games. We’ve come a long way to be able to have a playable demo and we’re really happy to be finally showing off the game to the public.