Also, I don't think I can spot a single, actual classroom on the first floor of that school.
The fuck is this? Goosebumps? This looks like something marketed toward elementary schoolchildren.
Two thoughts that I also had. The only thing remotely like a classroom is clearly a cafeteria with drink machines. I am not US so I am not sure how they build their schools, but it does seem like someone screwed up there.
The classrooms are on the second floor.
And just to be clear, you don't control your allies in combat except for issuing commands. It's covered in the FAQ and in several other posts.
Is combat real-time or turn-based?
Turn-Based. The player doesn’t have full control over their party, but can issue group and individual commands. The player is also responsible for equipping teammates. Sometimes allies may not respond to player commands if their Morale is low or because of their personality or because they are panicking.
You get to make your character only. Every other character must be found and convinced to join your group, though it will be practically impossible to find and join up with every ally character in the game in one playthrough. There is a bit of randomness in determining when certain characters can be found. We didn't allow for a whole group to be created because the setting is all about inconvenience AND managing a group of complete strangers successfully.
Ally characters can be given orders in combat, but there's no direct control over there actions outside determining their equipment. They'll have certain personality traits that will tend to make for predictable behavior in combat, though sometimes they may ignore orders. For the most part, they are there to support the player's character and give them a better chance of surviving conflict.
You can read more about the game here:
http://www.irontowerstudio.com/forum/index.php/topic,2265.0.html
I've read all of that stuff and it still isn't clear to me what manner of game this will be. Brian whispers a lot of beautiful things about the game but almost all of them deal with thematic concepts, social mechanics and the like. At the very basic, there is no answer to this very very simple and basic question: when you're out there, outside the shelter, exploring the world and scavenging and looting and laying traps and everything, how does the game work? Let me rephrase: how does the game
play ?
Do we explore surroundings vis-a-vis, tile by tile, in local zones and sectors similar to Fallout? Do I enter a city district or a town sector and see buildings around that I can walk in and out as I please or ranges that I can walk? Do I scavenge and loot "literally", as in, going tile by tile, room by room, building by building? Or is it abstracted? Maybe
all of that stuff will be handled through overhead map and only combat encounters will be "instanced". After all, there
is an overhead travel map that they have explicitly talked about but not necessarily a local, "tactical" one.
For instance, Brian has talked about traps and noise making stuff to lure zombies or other similar scenarios so what is one supposed to think? Personally that gives me the impression that the game would have fully fledged local areas that I can explore in the manner of the former description I've given above, as in Fallout. However, then there's this bit of info Brian has recently given:
"1. How does the tactic map ( the one, when you choose an area for scavenging) look like? Is it like the one in Faloout, or different?"
It looks like a road map.
http://www.irontowerstudio.com/forum/index.php/topic,2628.msg85912.html#msg85912
"It looks like a road map". Now what the fuck is that supposed to mean? What I would take away from that answer is that the tactical map is an instanced one without unique features, like the random encounters in Fallout.
So, WHAT THE FUCK? You talk long and short about your games, thinking you are giving us the whole picture but in fact, you aren't giving us squat.