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Other Announcements / Re: Community-driven roguelike development project underway. Want to design a game?
« on: July 09, 2012, 05:42:08 AM »
Hey hey. In case anyone is still following, I'll give you a small update on the progress.
Zombies! is now actually a game because there's a purpose now. I've added a quest system with objectives, with users able to create quests and objectives and a reward with xml files. The only objective type atm, however, is a Kill objective. There are two in-game quests atm.
There's a pretty important discussion going on in the other forum regarding the way we want to take the game. Here's the original question I asked:
Currently we're leaning toward a combination of 1 & 3 with 1 probably being favored more because at least my feeling is that Cataclysm and Rogue Survivor explores question 3 pretty well and I'd like to think differentiation would be a good thing for us.
Based on people's answers I tried to describe a vision of the game, it's something like this:
In other words, it's still not too late to join in and you'd really get to give input into probably the most important aspect of the game.
Zombies! is now actually a game because there's a purpose now. I've added a quest system with objectives, with users able to create quests and objectives and a reward with xml files. The only objective type atm, however, is a Kill objective. There are two in-game quests atm.
There's a pretty important discussion going on in the other forum regarding the way we want to take the game. Here's the original question I asked:
Quote from: Tuplis
That's why I'd like people to explicitly state which way they want to go:
1. Stealth-centric (for example, cone-like field of vision, greater emphasis on finding ways to avoid zombies through mitigating smell, sound, etc)
2. Arcade-style (piling 'em up with big weapons like rocket launchers, miniguns, etc)
3. Survival style (sleeping, eating, drinking, shelters, barricading, etc a la Rogue Survivor)
Currently we're leaning toward a combination of 1 & 3 with 1 probably being favored more because at least my feeling is that Cataclysm and Rogue Survivor explores question 3 pretty well and I'd like to think differentiation would be a good thing for us.
Based on people's answers I tried to describe a vision of the game, it's something like this:
Quote from: Tuplis
We start out in a city, Zombies everywhere. You are comparatively weak so you're best off trying to avoid combat. If you need to kill, silent melee skills are preferred to firearms. While in the city, the player could have some tough optional objectives like trying to find and rescue someone from an infested apartment building or something like that. Or perhaps someone is sick and needs meds from the hospital which, of course, is an absolute deathtrap.
Like Immortal proposed, we could then head out to the rural areas where we could perhaps center the game around the player (and his friends?) achieving long-term survival. Since sleeping is, in my opinion, already covered pretty well, I'd abstract it away. We could definitely go for this pheromore thing you seem to be interested in, though.
In other words, it's still not too late to join in and you'd really get to give input into probably the most important aspect of the game.