it looks good, but why... WHYYYY!! most it be a turn based rpg game. it looks stupid when zombies/humans just stand still waiting for there turn. Hopefully it doesnt ruined the game for me. Its great for strategy so you can look what you will do the next turn, but its not my sort of combat. Maybe if there is a time to react and not just thinking hours what for next action you will do, that will be awesome.
Looks like the game is in need of some cover-based combat and an awesome button.
it looks good, but why... WHYYYY!! most it be a turn based rpg game. it looks stupid when zombies/humans just stand still waiting for there turn. Hopefully it doesnt ruined the game for me. Its great for strategy so you can look what you will do the next turn, but its not my sort of combat. Maybe if there is a time to react and not just thinking hours what for next action you will do, that will be awesome.
Looks like the game is in need of some cover-based combat and an awesome button.
Quick everyone, pay more money. Maybe one day it will be finished..... quite possibly on the same day both Black Mesa and Age of Decadence get released. Though in all honesty, it is a shame such a fantastic prospect of a game only has a minuscule amount of backers. I guess there's not enough cover shooting in it
This project has a a good chance of actually getting released on the set date. It's been in development for some time already and the date sounds fairly realistic compared to most/all other Kickstarter's.
I had a failed payment on two of the projects I backed since I'd run out of cash at the time, but was able to pay within a few days. Hopefully it's the same situation for others -- though I'm pretty sure there's going to be a lot of people that "backed" and later regretted it, so pulled out or refused the Amazon payment.
lost payments on kickstarter seems to be only few thousands,and they seems to allow people to buy thier game via official game site soon,I'm sure it will cover the money lose
Heh, they screw over customers who lowers their pledge it seems. It only changes what you get but not the price itself, so you'll end up paying the higher pledge and you'll get the stuff that's for the lower pledge you choosed. Doesnt give a very serious impression.
We've mostly been updating on the Radio lately, so I just wanted to jump on and mention what we're working on. You may have heard the "combat demo" mentioned here as something we will be showing off. We're wrapping up some improvements to it and doing some playtesting to get it feeling as much like the final game as possible. I'm hoping to have the final video down either by the end of next week and released shortly after that.Everything we will be showing is very obviously a work in progress, but it's pretty exciting that a lot of the basics are all working and functioning to design specs now.
Here's what we're planning on showing (everything here is functional right now):
-The town of Llano, which is one of the first areas you hit in the game.
-Melee and Ranged combat.
-Fighting against zombies and human enemies
-Line of Sight (only see enemies that you or an ally can see)
-Noise (combat generates noise, enemies respond to noise)
-Inventory, switching to new items
-Looting corpses and containers
-Combat/zombie AI
-Lockpicking and bashing doors
-Combat animations
-Transitioning from real time exploration to turn-based combat and back
-Give an idea of what we're working on for future combat build updates.
Combat plays out pretty much how we promised right now - it's a mix of Fallout and X-Com. Every day has been bringing huge improvements, which is in no small part due to the skills of our programmers. I'm really excited about showing it off, I just want it to be as polished as we can get it in the next few days. Based on the team's feedback, we've already got some great ideas on how to further improve it in future builds. As a designer, you always want to hold onto something until it's 100% just right, but at some point you have to get over that feeling of incompleteness and show your work.
Sorry about the wait! It is coming...
Quote:
The combat video will definitely be up on the KS site within about a week.
What you’re about to see is our work-in-progress combat demo. It shouldn’t be seen as a preview of a final game, but as a milestone that shows a lot of our basic systems coming online as a playable whole. There’s still a lot to create and balance, but the basics of the game that you helped fund is taking shape. Let’s take a first look:
Couple of notes on the video:
-Everything you’re seeing is real-time, no editing tricks, no pre-scripted behavior. AI reacts to noise and zombies will spawn to the map if you make too much noise. They spawn at the blue exit zones.
-All our map pieces are built in a modular fashion. Creating pieces or structures once allows us to easily drop them down on a grid and arrange them to create a new map.
-Llano is one of the first areas, and it’s fairly forgiving. Both Vic and the player character were slightly more buff than they would be for the final game. They are using lower level equipment and have no armor on.
-Although I didn’t loot every container, collecting supplies is really important. Combat is dangerous, but sometimes unavoidable. Killing enemies doesn’t give skill points - gathering resources or meeting objectives does – but all the same it’s a good idea to stay well-equipped and alert.
-You may notice guns are noisy but powerful. It may be easier to clear out zombies with them, but you will constantly alert area zombies or summon new zombies to the map, which will chew up your ammo. Ammo is pretty scarce in our game. Enemies are dipping into their ammo on hand – if they use it up on you, they won’t have any when you loot them.
-Pathfinding is unoptimized, which will explain some slowdown in narrow areas/near doorways.
-The looter is reloading on her turn. Since there’s no animation, it might seem like she’s not doing anything, but that’s what she’s doing. You may notice it when Vic just stands there on his turn too.
-Zombie noises are placeholder. A final sound pass will happen closer to beta.
-Ally implementation is still being fine-tuned.
-Zombies have a grapple attack that is not featured here. The only attack they have in the video is their basic claw attack. They are a lot more dangerous when they have their full set of bites/takedowns, which are being fine-tuned right now.
-Loot containers are getting a visual tweak so that they can be spotted by sight alone.
-There will eventually be a musical stinger to notify you that someone can see a new enemy.
-Weapons have multiple attacks. We're still working on alt animations and effects, so we didn't show them off.
-We are working on trying out a “zombie turn” where all the zombies move at once.
This is important, so please read this if you do not want your copy of Dead State activated on Steam. The Early Access demo will activate on Steam and eventually become the full game, which for many backers, will be how the full game is delivered. Read carefully – everyone will get a Steam copy UNLESS you specify you don’t want a Steam copy.
The Early Access demo will ONLY be available through Steam. I’ll explain why at the end of this.
However, if you want a non-Steam version of the game, you will need to contact us here on Kickstarter. There are no current plans for the First Seven Days demo to be released separately from the Steam copy. If you backed us at the USB or box levels, you’re already getting a physical copy of the game without DRM and the Steam digital copy, so you’re covered either way.
I know there are many arguments about DRM and Steam, but here’s why we are distributing the Early Access demo through Steam.
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