curry
Arcane
Combat worked alright in the Age of Decadence combat demo because every battle was carefully tuned for an enjoyable level of challenge
Combat worked alright in the Age of Decadence combat demo because every battle was carefully tuned for an enjoyable level of challenge
It looks like it might be fine in this particular game because making noise literally causes zombies to spawn into the world and come after you and fighting those zombies causes more zombies to spawn and so on. This would either be inappropriate or trivial in other settings.No comment on "bashing causes more noise hence lock-picking is good?".
It has nothing to do with setting but with the encounter design. Any other 'setting' can of course have situations where making noise is deleterious.It looks like it might be fine in this particular game because making noise literally causes zombies to spawn into the world and come after you and fighting those zombies causes more zombies to spawn and so on. This would either be inappropriate or trivial in other settings.No comment on "bashing causes more noise hence lock-picking is good?".
Not without a potential chain of perpetually respawning enemies it can't. If the idea is to make the battle impossible so you have to lockpick, then why even give the option of bashing?It has nothing to do with setting but with the encounter design. Any other 'setting' can of course have situations where making noise is deleterious.
Not without a potential chain of perpetually respawning enemies it can't. If the idea is to make the battle impossible so you have to lockpick, then why even give the option of bashing?It has nothing to do with setting but with the encounter design. Any other 'setting' can of course have situations where making noise is deleterious.
Not without a potential chain of perpetually respawning enemies it can't. If the idea is to make the battle impossible so you have to lockpick, then why even give the option of bashing?It has nothing to do with setting but with the encounter design. Any other 'setting' can of course have situations where making noise is deleterious.
Becuase there can be more than one situation types?
I mean come on roguey. The same game can have encounters where you are supposed to be sneaky and where you can walk in guns blazing at different points of time.
http://www.kickstarter.com/projects/70755535/dead-state-the-zombie-survival-rpgThere's only so many human vs human fights you can have before it becomes misleading to call it a zombie game.
although the zombies lurk as an ever present threat, the biggest obstacle to the player may just be other humans
We are so sick of most zombie games. Yes, we get it, killing zombies is fun. But that’s not what the zombie genre is about. It’s about survival, first and foremost
Zombies are the least of your problems
Surely all this gets fixed in playtesting. I imagine in later levels it will come down to quick raids, utilizing noise makers, ram raids for supplies, fighting / running out just with the goods as hordes of zombies converge. Would produce some terrors when other events happen (car doesn't start, human group ambushes you)
Zombies are mostly threatening in large groups. For Dead State 2 they should use a system that can handle a large number of zombies on screen at the same time, without slowing down the game. For example if several zombies are going to move at the same time you could run their walk animations simultaneously, I think TOEE did this.
Fort Zombie.