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Urban Strife - turn-based zombie survival RPG

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,024
I still can't belief how long this thing is in development.
I hope once it is released it comes complete and not another year or two of patches and content being added.

I fucking hate modern times.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I still can't belief how long this thing is in development.
I hope once it is released it comes complete and not another year or two of patches and content being added.

I fucking hate modern times.
It really felt like it was close to release for a time, maybe a month or two out, then something happened. Is it time to worry?
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,056
Why is this so cryptic? Why do we need to comb through a gussied up IRC to find tidbits of info pointing us to future releases of information? This isn’t the internal machinations of the politburo, it’s a status update for an effing tactical computer game!
This is gaming in current year (and increasingly modding as well): "Join our discord."
 

InD_ImaginE

Arcane
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5,445
Pathfinder: Wrath
Why is this so cryptic? Why do we need to comb through a gussied up IRC to find tidbits of info pointing us to future releases of information? This isn’t the internal machinations of the politburo, it’s a status update for an effing tactical computer game!
This is gaming in current year (and increasingly modding as well): "Join our discord."

Discord essentially has replaced the traditional function of forums, for shittier experience due to flow of text in real time
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
13,358
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Eastern block
Why is this so cryptic? Why do we need to comb through a gussied up IRC to find tidbits of info pointing us to future releases of information? This isn’t the internal machinations of the politburo, it’s a status update for an effing tactical computer game!
This is gaming in current year (and increasingly modding as well): "Join our discord."

Modding hit Discord way before game development. When I see 'join our discord' from actual game developers I just cringe.

Really I loved Blizzard back in the day. It's done when it's done. And 0 fucks given to the advice of fans.
 

luj1

You're all shills
Vatnik
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I still can't belief how long this thing is in development.
I hope once it is released it comes complete and not another year or two of patches and content being added.

Ive seen worse

But my problem is that these guys don't even have a character system

Really I dont care about the story and writing (both are shitty) but the systems must be robust

Does building characters come down to those 6 attributes controlled via sliders? Are there skills? Are there feat/perks? I asked the guy and he said they have a mockup system which doesn't feel right and they postponed it. Red flag

Also not sure how I feel about the color indicator on target dummy, im old school and like numeric values. Maybe they have a plan for that, but for me its unintuitive as fuck.
 

USG_Mucifikatorul

White Pond Games
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Developer
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Messages
358
Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
That was not a status update in itself, just a random reply to a random question.

I am doing my best to put together a news post before Christmas but no promises, I have to pick the brains of a some seriously busy people and these winter holidays just get in the way, honestly.

Regarding the attributes, those are final and influence a lot of the calculations (there are also RPG checks for some). Specialist skills/perks are obtained by actually doing specific things. There will be more details in the Steam news post.
 

Abu Antar

Turn-based Poster
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Jan 19, 2014
Messages
13,582
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Latest devblog.

https://store.steampowered.com/news/app/710230/view/3877100912024746291

Urban Strife December 2023 DevBlog
A small progress update and a huge thank you to all the fans!

Experiments with the zombie virus!
We have been experimenting with a faster effect of the zombie attacks - direct turning during combat or shortly after. The results need some tuning but they certainly add an interesting twist to any battle versus the undead. Here’s a capture of a test scenario where a boxing match between some FBI agents and a bunch of zombies ended up with a few KOs on the agent side and one of them turning over to the red team.


410227c72f1688a388f2535fc64f177f7f294515.jpg



As more communities fall victim to the zombie horde, you might even encounter some undead wearing body armor. The goofs in the above scenario are (were) simple drunkards who managed to shoot themselves trying to see if kevlar can really withstand a bullet. They have no extra magical powers, but the mere fact that they can’t be killed with a single headshot makes them extremely dangerous.

Main campaign (responsive map changes)
Your deeds along the way will determine the fate of the survivor groups camped out around Urban. Some will become your friends and later allies, opening up their base and storages for your party, others will decide to go a different route and make it on their own when the horde comes. The local firefighters are a good example - if you fail to get them on your side they’ll go into “Alamo” mode, fortifying their station roof for a last stand. How well that works for them remains to be seen when you’ll get there yourself.

9b411206a012f129d170da4aa413612b30281844.gif


RPG upgrades: dialogue checks (faction, attributes)
We have been re-writing, optimizing, native proofreading and enhancing our RPG constantly. One of the new implements that was on the to-do list and we badly wanted to have was checks in dialogue - with relevant consequences.

Faction affinities of your recruitables will allow you to discover hidden dialogue options with relevant information about ongoing scenarios because. A friendly face tends to loosen up the tension so the NPCs encountered might be more willing to divulge their secrets to someone with a common background. If that doesn’t work, you can always try bribing them with a few gold molars you’ve delicately pulled off the zombies you’ve just killed, but that might make things worse i(f you’re dealing with a certain cult that worships the undead for sure it will).

Combine the above with the new skills checks for intelligence and/or strength that will allow you to use either the sharpest mind or the biggest fists in your group to persuade the locals. Do a good job at that and you might get access to new quests and alternative solutions to solving conflicts. Killing everyone is no longer necessary and that comes with the added bonus of sparring the ammo for the fights that matter. Just be ready to feed the new batch of refugees you’ve saved and sent home (they tend to forget easily you’re their hero if you keep them on an empty stomach for too long; then it’s game over).

Multi-layered encounter setups
We have added a new layer of experiences for those traveling around Urban. These dynamic encounters might seem trivial, but instead of being one-off events, your actions will actually leave a mark. True, these will not be stuff that will make or break your campaign, but they will reveal and underline the consequences of your choices: kill a few smugglers, you’ll later encounter their hungry family looking for help. Let these wander off and die, next time you’ll find them turned into a pack of zombies.


11a40ed9f52e0d74cf7bebb70b4ca39f05696507.png



Attributes and Perks (continued)
In the previous post we have revealed a few of the details regarding the progression system. We mentioned letting our brave sheriff, Billy Bo, take a few punches in the head if you want to grow his Endurance. Since people requested more details about the progression system, lets take a new scenario, improving Strength. If you want to beef up Billy, there's a classic solution everyone used in JA2, aka making sure he's the de facto mule of the group. Yes, he will be in pain and probably moan about it a lot, but just tell him pain is your friend. Eventually he’ll grow the muscles to carry all that weight around and you can start training him to wield a real man’s weapon - the giant sledgehammer, without worrying he’ll faint when he tries to lift it. You can already guess where this system is going with the rest of the skills. Want to level up his Dexterity? Use that screwdriver to assemble a lot of contraptions or just shank a lot of undeads.

When an attribute reaches a certain threshold considered internally as “expert” level (we mentioned 75 in the previous post, but that number is of course subject to balancing), the game will start assessing your playstyle in more detail. That is when you’ll want to specialize. You want to have a rooftop sniper in the team? Whenever it is possible, send him or her to fight from an elevated position (at least 2 meters off ground level) and the experience will add up to a nice bonus. Of course, you can snipe from rooftops when you suck at aiming too, but it will only improve your base attribute because calling yourself a specialist implies you first acquired some actual expertise.

New armor permutations
Since some of our buddies in Urban were not exactly standard fit when it came to clothing and armor, we had to go through all the armor pieces and make them tailored to extreme sizes too. Even those built like a bear, like our pal Novak, can now sport a nice set of protective gear. Shown here in both army and makeshift pieces of armor.

547953db94aab64ab234390b1c8e83d3d65653be.gif


Until next time, merry holidays and a Happy New Year!
From the bottom of our heart, thank you all for coming all for this incredibly exciting ride. Just know that we read all your posts, discuss your feedback, understand your worries and work as hard as we can to deliver the most awesome Urban Strife we can make (and as soon as that is possible). Let's hope 2024 will be the year when everyone’s best wishes become true!
 

luj1

You're all shills
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When will you show us more of your character systems? That is long overdue and I'm starting to think this will just be a tactics game without the "RPG."

What are those 6 attributes? What do they do? Are there skills? Are there feats or perks? Etc.
 
Last edited:

USG_Mucifikatorul

White Pond Games
Patron
Developer
Joined
Sep 4, 2018
Messages
358
Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
The character development was present since day 1 but was not quite finalised. Last year we added the code for "learn by doing" system, we tested its ability to collect data from various events and we're currently discussing a final list of these "specialization" triggers. The systems are in place and working but they do so in the background, with placeholder graphics and console commands. In order to show them we need to integrate them with the UI (they had some 2D UI a while ago but that's obsolete now). It's not rocket science but takes time to get it right. When they're ready for the public eye, we'll have a news post about them, why not.
 

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,024
Well I thought, as they implied they weren't going to release around Jagged Alliance 3, that the game was way more ready than it seems like it is.
The codex thread is seven years old, and I am sure the game was in development before, so we are talking about a game that is in the making for what 8-10 years?
And just last month they said "It's not rocket science but takes time to get it right." regarding the character development.
I am sorry, but it is hard to take that serious.
Which is a shame, as the combat system looked promising.
 

Sotomonte

Learned
Joined
Aug 25, 2020
Messages
101
Location
Kingdom of Spain
Dead State did a lot of things right regarding zombies.

I agree. The behavior of the zombies, the environment, the settings and even the music left me with the impression of being in one of those classic zombie movies from the 70s/80s.

Regarding the "zombified", one of the best strategies when there were zombies and hostile humans on a map was to use "decoys" to make both groups approach the area and start killing each other... The bad thing is that if the zombies won, you knew that the humans would rise up like zombies.

I wonder if similar things can be done in Urban Strife.
 

USG_Mucifikatorul

White Pond Games
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Developer
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Messages
358
Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
Yep, if you use zombies against human enemies, they'll get the virus and bingo, you've just doubled the enemy force. Well, they won't shoot you any longer, so I guess it is a good trade off. Other than that kiting the wild zombies is a perfectly legit tactic since they are the universal enemy so they attack anyone and will be KOS with everyone. Their sensors are pretty limited except hearing so sound manipulation can also be used efficiently.

Might not work so well against cultist who employ trained zombies so their AI will know how to manipulate and herd them against you.
 

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