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Urban Strife - turn-based zombie survival RPG

USG_Mucifikatorul

White Pond Games
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Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
We love realism, but not realism for the sake of realism. Realism has to help/enhance gameplay, otherwise is just grind and boredom. And we all have plenty of that in our lives, you don't need to pay for a game to have more of it.
 

Abu Antar

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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
USG_Mucifikatorul Will every piece of armor be specific for different body parts/limbs?

Not sure I understand the question but if you ask if the helmet ONLY protects the head, yes, that's true. There's no overall "armor" value for entire body. Also the vest only protects the torso, not the arms.
What I meant is if helmet is for heead and vest for torso. And if there is overall armor. You answered that.

I guess legs and arms get their own specific armor pieces? Will there be armour that isn't just vest, that protects torso and arms?
 

USG_Mucifikatorul

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Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
For now we haven't designed any Juggernaut/EOD type armor. Not even sure if there should be such a thing in a story about survival and scavenging for resources. But I might be wrong, dunno.
 

Zombra

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For now we haven't designed any Juggernaut/EOD type armor. Not even sure if there should be such a thing in a story about survival and scavenging for resources. But I might be wrong, dunno.
It is completely okay with me for some hit locations to have better armor availability than others. Not every game has to give you bulletproof gauntlets just because there are bulletproof vests.

As for juggernaut suits, let me be the first to say no thank you.
 

USG_Mucifikatorul

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Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
I can't help spoiling a bit the next dev update, but considering we're still writing it, I think a little explanation is warranted here regarding armor and hit locations. If you prefer to read the whole thing in the official update (it comes with pictures!), just skip this.

We redesigned our wounds and health system to be more granular. Each limb wound contributes to overall blood/health loss with a certain factor. A head wound is way more devastating than a cut on the arm this way. As a general rule, your limbs will take the brunt of the damage if you wear armor (even if you don't - you parry with your arms, you use hands to stop the immolation and get feet burns, etc). So you will be able to patch yourself pretty easily and recover fast from most fights. If you're unlucky (or reckless) though, your limbs might suffer critical damage, resulting in temporary cripple effects - and this will balance out the low threat their HP loss carries.

Also we are working on increasing the importance of stamina in combat. Generally it's a secondary stat only good when you run. In USG stamina will be critical, especially for melee fights (which in a zombie game are to be expected). You will be able to KO enemies without killing them, opening very interesting combat and RPG outcomes. Also, when badly hurt, pain will lower the stamina of your enemies, hence no more 1 HP last enemy killing your entire team cause RNGesus wants you dead.

So you have the option to use AP high powered rounds to pen the armor of your enemies, hollow point to break their stamina (if they wear armor, otherwise, they go poof), blunt melee to KO them, cripple their limbs to shut them down, slash them and watch the bleed and so on and so forth. Me thinks combat in USG will be a lot of fun, unless you want a simple and easy game - and then you're in the wrong part of the internet.
 
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agris

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This all sounds great. Reminder me, is there destructible environments and sound-positioning ala Silent Storm?
 

USG_Mucifikatorul

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Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
This all sounds great. Reminder me, is there destructible environments and sound-positioning ala Silent Storm?

The systems for destructible environments are there, it just takes loads of artist time to make all the effects and destroyed meshes. Any item in the world can have an internal HP meter beyond which it can can change state into destroyed. For now you can break shop/car/house windows. Other stuff can be set on fire (remember the bus?). More environment will be made destroyable, but all in due time. The sound mechanics are pretty advanced - but that will merit its own dev update.

Zombies is good, so you do not have to write good AI.

Zombie AI and human npc AI function completely different. Zombies have limited view range and will go towards the loudest sound they last heard, humans fight according to their job/designation and weapon equipped.
 

Zombra

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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Any item in the world can have an internal HP meter beyond which it can can change state into destroyed.
can i shoot the ground and destroy the planet in an emergency
Gonna require sufficient ordinance.
Or persistence. Butterknife does 1-2 hp damage, earth has 20 billion hp, so I just have to stab the ground about 15 billion times and kaboom
Butterknife can't penetrate bedrock
 

USG_Mucifikatorul

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Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
Yes, there's a durability meter. And no, you won't need to spend half the game time watching a repair animation or carry 50 repair kits with you or weapons will jam/break. Durability is there to offset and balance high powered stats. A delicate sniper rifle has great range and damage but it is a precision tool and will require more maintenance than a common shotgun. Firing your assault rifles in burst mode non-stop will cause excess heat and gunk will accumulate so eventually the weapon will need cleaning and fixing (even if it's an AK type).

If you do not abuse a normal weapon it should last you a couple of trips.

And when you return home you will most likely outsource these jobs to your shelter's gunsmith, once you have that shop up.

Also some weapons will be pure junk and good only for parts. You can't only have nice things in life.

j4p7LXc.jpg
 
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Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://steamcommunity.com/games/710230/announcements/detail/2915482734024446753

Urban Strife - November 2020 Dev Update
Health/Wounds, Immolation, Stamina with Pain and Exhaustion Systems Explained

Life & Body Parts Health

Urban Strife is about combat and survival so all things considered, we decided to turn health into a system, instead of a character stat. LIFE, or overall health, has a very special meter. Life meter is, of course, critical because once it reaches zero, you are dead. This being said, body parts have their own internal HP too and damage received by them is weighted differently when applied to a NPC's life. For example, a head shot will do about 3x damage to global health, but a wounded hand will have a much smaller effect. This makes body armor (that protects the head and the torso) way more important and leaving the limbs exposed avoids the Juggernaut effect (which is not desirable in a survival, low-tech game). Killing an armored enemy simply by attacking the limbs is a difficult feat, but bleeding and crippling will severely impact his/her combat ability so at least you have a fighting chance.

Bleeding
Any attack type can generate a bleed tick so for each wound you will lose a small amount of HP, over time. Of course, a blade will cause worse bleeding than a blunt weapon. If someone in your group is bleeding, that character will try to remind you, from time to time, to patch him/her up. You should do so because, while not overly aggressive (unless you are full of holes), bleeding drains from global health directly, no matter where the wound is located. This can cause massive life loss if left unattended. First because these "bleeding ticks" are cumulative so more holes means more gushing blood. Second because it will take a while for the bleeding to stop on its own and the wound to close. If you bandage early, you'll avoid losing a lot of HP and keep fighting. Of course, trauma itself will remove a portion of your life, too. So trying to bounce bullets off your chest is still a bad idea.

75074e48aa081ec3ad58f119ca8e67cebce4cbe4.png


Bandages and Medical Kits
Bandages are the most basic and readily available hemorrhage fixes. One bandage stops all bleeding on a body part and is consumed thereafter. Bandages stack in inventory.
Med kits are advanced tools and they will consume a portion of their condition when used to stop a wound from bleeding. Partially consumed kits can be merged one into another to save inventory space.

72041923b74ccb32dce4dd30050de041edf610e4.png


Immolation
Fire deals damage over time to exposed body parts. Walking through fire will result, for example, in burns to the feet. But once you catch fire, immolation will spread to adjacent body parts and can result in a very unpleasant death. Even if you walk away from the fire, immolation will persist and keep your character in a “disabled” state for a short period of time, unable to do much beyond desperately trying to extinguish the flames.

Crippling Effects & Damage Types
When their HP meter drops below a certain point, all body parts generate “crippling” penalties. Crippled hands will lower your dexterity, gravely wounded legs will drop your agility, etc.
Body armor will come with different protection for each type of damage. Possible types of damage are:
  • Ballistic (kinetic damage done by bullets and arrows)
  • Stab/Slash (bladed, pointed stuff that makes you bleed profusely)
  • Blunt (weapons that will cause less bleeding, but generate increased pain)
  • Blast (from stuff that goes boom, like grenades)
  • Fire (damage over time, causes character to enter “disabled” temporary state, can spread)
  • Bite (one of the zombie specific attacks, WIP, will tie into infection and other effects)
  • Tear Gas (WIP, hits stamina and causes exhaustion, ignores armor, more efficient in closed spaces)
  • Toxic Gas (WIP, hits global HP directly, ignores armor, dissipates faster outdoors than indoors)


Stamina, Pain and Exhaustion
Stamina is a particularly important trait because it affects maximum Action Points. You cannot directly “heal” your stamina, but you can deal with what is draining it, aka Pain and Exhaustion. As expected, if you neglect it, you will pass out when it reaches zero (the faint state is WIP).

Pain is generated by any damage taken, same as life loss & bleeding. Different types of weapons generate different amounts of pain, with blunt weapons being the most effective. Pain goes away with time but can also be removed/numbed using various substances (meds, booze, etc.). When in pain, a character will suffer a penalty to stamina and other attributes.

Melee will consume stamina for both defense (dodging) and attack (wielding). Both activities will increase exhaustion. Heavy weapons will tire weak characters faster so unless you’re a big Russian bear called Dmitry, leave that sledgehammer alone. You will recover from exhaustion in time unless you’re sprinting around or still in melee combat. It can also be compensated by drinking water, fizzy drinks, and other refreshments. When exhausted, a character will suffer a penalty to stamina and other attributes.

Items: Stacks vs Containers
We mentioned medical kits and bandages behave differently in inventory. This goes for every other common item too. Basic items will come in stacks that can be divided as you wish and moved in piles. A good example would be a stack of bullets. Containers, like medical kits, bottles, gas canisters, etc. have a meter showing their “fill” condition and while not stackable, they can be merged into an item of the same type to save space. The above rules do not apply to weapons so no "merging" two bad guns to make a good one for you (we have other solutions to that, way more entertaining).

22af5a3ad3dc5abab845c1f4aac7b6e0f2139013.png


New Enemy Types
The art team is working on new enemies since the basic civilian refugees don’t look able to put up much of a fight. So, they came up with some “muscle” types that are going to give you more of a challenge and look badass while doing so.

215f16e7bb7a1b29adb7d4ab1721494848217e50.png

96e61646ded9c9bf5116edbd9ecd9bf2cc54ac2e.png

149010517d5f4340b52c9e70c2abf700d660a3d2.png


UNTIL NEXT TIME!

PS: Thank you for the continued support and if you have made it this far down the text, why not add Urban Strife to your wishlist? And get more people to do it, it really helps!
 

Darth Canoli

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Yes, there's a durability meter.

But why?
Instead of turning into a ToEE with zombies, i feel like your game is getting closer and closer to a survival-roguelike with disgusting features to manage like durability.

I'm expecting Darkest dungeon features next, every couple of trips, you will have to heal your party members because they caught random ailments...

If you do not abuse a normal weapon it should last you a couple of trips.

How many exactly, i'm not one advocating for realism but when realism means less tedious gameplay, i'm all for it.
Weapons can last for years if you clean and oil them after every mission.

The only way your system is not going to bore me to death would be a highly automated equipment management after each mission.
 
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Zombra

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Disgusting features to manage like durability.
Forced to agree. Games with durability generally go one of two ways:

1) Your pickaxe breaks after mining 5 pieces of coal. So after every time you do anything, you have to drag the pickaxe repair kit from one little box into another little box in inventory. There's no challenge, no drama, just a constant chore that's only relieved when you upgrade from coal to solar panels. It's a gameplay system that makes the player feel best when they no longer have to engage with it.

2) Your pickaxe more realistically doesn't wear out until months of use, so it's not a part of normal gameplay, so when it finally does come up it's a "gotcha" moment. The game trains you not to worry about it, then penalizes you for not worrying about it until now.

If we absolutely need to have durability and repairs be a thing to pacify folks who insist that guns lasting forever is unrealistic and breaks the atmosphere, which is a valid complaint ... I would be all for a text line appearing in the log every time I return to base, saying "Joe and Sally do routine oiling and maintenance of all weapons." Boom, done.
 

USG_Mucifikatorul

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Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
Games with durability generally go one of two ways

There's almost nothing about USG that is "how other games generally go". That's is why we're making it in the first place. Not at all interested in wasting YEARS making another cheap clone, honestly.

The only way your system is not going to bore me to death

A debate about durability at this moment is futile since it's still WIP, but you can be sure we don't plan to add any boring, life-threatening features. Still, if you happen to die from boredom playing our game, you're entitled to request a refund in person.
 
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The_Mask

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Item durability is the worst game mechanic,after respawning enemies and level scaling.
It really depends on how it is implemented, and the thought-process behind it. Dark Souls has the right idea. Arms and armour break at a snail pace - but then there are a few enemies that can corrode A&A, and durability can also act as charge(s) for unique abilities (that the weapon has).

You can do a competent system, if you've played videogames before, you play your own videogame and you have some common sense.
 

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