Zombra
An iron rock in the river of blood and evil
Informative. "My soon to be ex" meaning at that time. I thought she was actually talking about Brian. Never mind!
That's really sad, worse than working on some lesbian visual novel. I bet it wasnt very successfull either, as if you have a look at steam forums, the only questions are if the game is like dead state. Ffew comments and they are likely from codex residents...
~150k vs 744, so "it's not being very successful" is an understatement.
They thought it would do much better. The sales were too poor and the work for it was too big. Which is why they wanted to work on something other than an RPG.If Dead State made a profit wouldn't they have made another?
They thought it would do much better. The sales were too poor and the work for it was too big. Which is why they wanted to work on something other than an RPG.If Dead State made a profit wouldn't they have made another?
Whatever.
They thought it would do much better. The sales were too poor and the work for it was too big. Which is why they wanted to work on something other than an RPG.
Whatever.
1. Turn-based combat against zombie infested areas is unbearably slow. Even with combat animation set to the fastest setting, having to sit through each combat turn is like pulling teeth. It reminds me of unmodded Wizardry 8. If a zombie hasn't sighted you it shouldn't even register in the 'combat queue'.
1. Turn-based combat against zombie infested areas is unbearably slow. Even with combat animation set to the fastest setting, having to sit through each combat turn is like pulling teeth. It reminds me of unmodded Wizardry 8. If a zombie hasn't sighted you it shouldn't even register in the 'combat queue'.
I decided to give Dead State Reanimated another chance (using the wiki not to miss time sensitive characters), it's really good but this is my biggest grippe, i counted around 60 zombies in one area and even if they fast skip their turns when they're out of the combat, they shouldn't be registered at all in the first place, that's a very bad design decision on their part, half a second x60 is still 30 seconds and it's happening a lot, was really a hassle in the eastern shelter.
It made me approach zombie-rich maps somewhat stealthily: try to approach them from behind with my axe, enter combat when I'm close enough that I know I can approach the thing and hit it with a high damage slash for a takeout in turn one. That way the zombies never get their combat turn and I don't have to sit through half a minute just for a single zombie to attack me.
I don't even know why they had to do it like that. Human enemies don't appear in the action sequence either, unless they have actually spotted you and are actively taking part in combat. Why is it necessary for the game to give every sngle zombie a turn, even those at the other edge of the map?
That was the best part.They should avoid turn-based combat at all costs next time, though.
The "next time" was a terrible high school visual novel nobody but a handful of friends bought.Seems Dead State will never get a sequel, though. I can take it or leave it. They should avoid turn-based combat at all costs next time, though.
In the earliest stages of development, the plan was to have zombies all move simultaneously on their "turn". Also, the player was going to only control their one PC and issue general commands to the rest of the party ("you attack", "you defend this area", etc.), but party members would use their own AI. Would have been a very different story. Sadly they weren't able to make it happen.
He's one of the best companions, what's wrong with youbecause Getz left the shelter after his morale dropped too low)
It's like saying you're the tallest kid in kindergarten, though.Dead State: Reanimated is one of the top base-management RPGs, FYI.
If your implication is that there should be more base management RPGs: I agree.It's like saying you're the tallest kid in kindergarten, though.Dead State: Reanimated is one of the top base-management RPGs, FYI.
IMO they hit what they were originally shooting for in terms of gameplay loop and features. The loss of party AI was certainly my biggest disappointment which is why I remember it so specifically. There must have been other stuff that got cut but I don't recall anything in particular.Do you know if there were any other large changes to the design during production? I mean obviously the design probably went through several iterations, I'm more curious if the 'vision' of the game differed substantially from what came out I guess. Personally I found the game ultimately flawed, but felt like it was a few choices away from being a winner.
So let me unwrap this real quick cause I only read parts of the thread:
Dead State was a financial failure so they decide to make something quick and easy to rake in some bucks and keep things afloat. Fair enough.
But then I wonder: Why would they decide to dive into a genre, where competing titles offer the same gameplay, at the same price, but also anime tiddies?
You oughta know your target audience before you make a product. And the VN scene is known for two things:
Grotesque violence and games with sex scenes that have to be patched in manually, cause otherwise you can't openly sell the damn thing.
What an odd decision.