September 08, 2010, 04:42:35 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
 
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: Any sign of Deadshed?  (Read 2038 times)
Coded One
Zombie

Posts: 24



« on: December 28, 2008, 06:13:22 PM »

There hasn't been a lot of info lately, and I was wondering: Is Deadshed still going strong?

Any projected release date perhaps? I know that the Beta is (hopefully) going to release at the end of the year, is this still happening?
Logged

Proud contributor of http://www.ubercharged.net/ and http://boomercharged.net/

Zafehouse High Score: 4166
LoganB
Developer
Posts: 98



« Reply #1 on: December 30, 2008, 05:37:33 PM »

Don't worry, it's still being developed. I will be honest though - it's suffered from a bit of feature creep. Some of the things I've been working in:

* HQ that you can improve
* Research
* Outbreaks
* Action-point based combat

So lots of features. Unfortunately, they're taking a lot longer to add than I thought. I'm not happy enough with the current build to put out a beta.

Right now I'm going to focus on getting all of these features in, even if their implementations are rough. Then I'll push out a build everyone can take a look at.

Very sad I couldn't get something out this year but it was very optimistic. I will post here as soon as the beta's ready.
Logged
Coded One
Zombie

Posts: 24



« Reply #2 on: January 08, 2009, 03:38:36 PM »

Screenshots = awesome.

How will researching "Origins" be beneficial, outside of advancing the story?

EDIT: Sorry Coded One, I accidentally hit "Modify" instead of reply and wiped out your post. I've replicated the spirt of the post. :P
« Last Edit: January 08, 2009, 04:38:55 PM by LoganB » Logged

Proud contributor of http://www.ubercharged.net/ and http://boomercharged.net/

Zafehouse High Score: 4166
LoganB
Developer
Posts: 98



« Reply #3 on: January 08, 2009, 04:36:48 PM »

There is a line between "story" research and "useful" research. All research will tick the latter category.

Have you ever played All Flesh Must Be Eaten? Survival horror PnP RPG with zombies. In AFMBE, zombies aren't always the Romero type. The game master can randomly generate a zombie type or pick one from a set list.

I'm warming to the idea of doing this with Deadshed - each time you start a new game, it will generate a new base zombie type. Sometimes, they'll need the traditional headshot to put down. Other times, they need to have all their limbs removed. Yet another time, flamethrowers are the best way to go.

Suddenly, finding out the origin of the virus is very important. It goes into finding a weakness, and unlocking weapons and abilities that cater to that zombie type.

So, we hit two birds with this - even more replayability, and a nice melding of story/useful research.
« Last Edit: January 08, 2009, 04:40:05 PM by LoganB » Logged
JTBeowulf
Survivor

Posts: 17


« Reply #4 on: January 13, 2009, 07:40:11 PM »

There is a line between "story" research and "useful" research. All research will tick the latter category.

Suddenly, finding out the origin of the virus is very important. It goes into finding a weakness, and unlocking weapons and abilities that cater to that zombie type.

While finding weaknesses is kind of a cool part of the "story" if this game is really short, it's more about speedy replay for me. 

I don't want to have to scroll through the same 4 stories (which I'm sure could be compelling) when I've played 8 or 9 times and I know the different strategies.  And how much more work goes into different stories when the zombies are still headshot = kill (generally)?   And I'm not coding the game, but I'd guess there could be balance issues too trying to make less common items more common for one strategy or the next.

But regardless, thanks for the great games, keep up the great work.
Logged

Highscore: 7099
LoganB
Developer
Posts: 98



« Reply #5 on: January 14, 2009, 07:10:14 AM »

Research has actually changed considerably since I posted the screenshots. Sufficed to say, it's a lot more streamlined and many of the issues raised here have been addressed.

Once the kinks are worked out, I'll post detailed info.
Logged
Malicemancer
Survivor

Posts: 3


« Reply #6 on: August 23, 2009, 04:45:15 PM »

So, we hit two birds with this - even more replayability, and a nice melding of story/useful research.


...Are they zombie birds?
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by SMF 1.1.11 | SMF © 2006-2007, Simple Machines LLC