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Showing results for tags 'campaign'.
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I was wondering when you spawn into a world like as the first character or a subsequent character how long does it take for the zombies to discover you in your starting home? Discover you, as in at least one zombie starts banging on your doors and windows demanding to be let in and demanding to make you one of them? Like without them spotting you by noise or sight or by going outside, how long does it take the zombies to spot you and go after you anyway? I mean I'm pretty they go after you eventually despite just staying quietly in your starting home with all the windows covered. I'm wondering how long on average it takes in in game time or real life time. I don't know for sure though the first character I had (whom started in Riverside) got spotted in like 5 minutes (real life time) of spawning in a middle class single story home. You know the biggest neighborhood in all of Riverside located in the heart of it? Which is very alarming because imagine having only FIVE MINUTES to prepare for a zombie attack in real life! In that time you better be stuffing up your backpack with supplies and arming yourself because you're gonna have to get out of there! This would be very helpful to know since you could gauge and react accordingly to how fast you should be doing whatever tasks to survive. Like if you have an real life hour watch the life and living channel before you gear up get out. If you only have 5 minutes real life like I did just gear up and get out. Now with subsequent characters this might be a bit harder to determine because your previous characters stir the zombies around whether it be fighting them or running away and some of them zombies are going to bust their way into houses in all the commotion some of which could be your next starting homes! With your very first character you don't have to worry about this variable because you just started the game. There's no previous character zombie stirring that happened already. So a bit of a long winded question elaboration but I just want to be thorough so that the question can even remotely be tested as opposed to too little detail how the heck should be know how to test this?
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I was wondering if you guys could make something such as a Project Zomboid story campaign that takes place in the present day like 2022 or should I say 2023. I think it'd be cool to see the modern things the present day has to offer in the game like 3d printers, smart phones, computers, vehicles, hover boards, etc. As for if this is a project zomboid retcon that takes place in the modern day or the current story time skipped from 1993 to the current day I don't know what to go with exactly. If it's the former, you'd have all these 1993 assets updated to the modern day if it's the latter, the world would be in really degraded shape since the 1993 Knox infection. It would be nice to have something project zomboid related that takes place at least sometime in the 2000s which would have to be at least 7 years in the future from when the game takes place. I heard such a story scenario was in the works somewhere.
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Hello! I really love this game, but, honestly, endlessly and aimlessly, I’m tired (boring), could you add a campaign so that we can “pass” the game so that we can have a finish / finish in these missions so that we they could create them themselves, this is some kind of directing and acting in one person (what would a cooperative be). For example, this will be a series of tasks that a player will need to complete in order to survive. For example: -: “To wait for the help of Muldro (or any other place), survive 30 days, as was said at the beginning of the game on radio or television, and wait for the following instructions, wait for information about the exact location of the US Army. “All these 30 days will need to survive and follow the news. Or another example is to recreate the situation from the STAI / SWORA movie, where the characters were locked in a high-rise building, and the apocalypse started outside. Purpose: -“ Get out of the house, find the car (if there’s no gas, find it), leave this place. ”It was a simple example, but in the message you understood exactly what I had in mind, sorry if my English is bad, I’m from Russia myself, I translate the text through Google Translate, thanks if you hear me! Good luck!
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- campaign
- end without death
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Greetings PZ survivors. Alas it's a been a while since I've gotten some good PZ play time in. How long a has the zombie cam been in play when you die(Watching your survivor who just turned go shuffling around was rather interesting). That one was new to me last time I fired up PZ. Anyway, Just wanted to let you know that my company is making a sequel to our original zombie themed game ZPocalypse. You start off on the loan apocalyptic streets having just escaped the recently nuked urban zombie infested wasteland. You’re tired, wounded, and hungry. You need SHELTER, a safe house, where you can lick your wounds and regroup. Not just any house will do though. First you need to make sure it’s safe inside. Clear it out, board up those windows, clean out those beds. Setup guards for early warning systems, and get patrols to go out on scavenging runs, b/c food is in short supply. But they keep coming, every night. What will you do? How long will you last? Is their any end in site for this zombie apocalypse? So much so, have I enjoyed the crafting and base building of PZ that we felt we needed to incorporate some of those aspects into our physical game Zpocalypse 2 which is up on kickstarter right now. ATM we are funded, but we'd really love to open up some , what I feel are vital stretch goals, to really get this game fleshed out and fully specked. (Aka, I'm talking about campaign mode). Campaign mode is going to take alo of time, play testing and play testers to get it so you can play jsut like in PZ to literally see how many days you can survive. So far we've added new foods types (Good Food, Raw food, Rad Food, Coffee, Booze, smokes). You can combine the Raw food and Rad food, using a camp fire upgrade to make various pots of stew which remove the negative status effects that raw and rad food give you if eaten unprepared. Next we got our resources conversion upgrades, such as the Workbench, which lets you build other upgrades, in addition to granting the ability to disassemble armory cards into scrap for you use in building other things. Reload bench lets you craft more ammunition and make improvised bombs. Infirmary lets you remove negative status effects with a night of rest. Beds lets you regain hit points faster overnight, instead of just idly sitting on the ground attracting more zombies to your safe house. You can now build pit traps, upgrade those pesky sandbags with spikes, and maybe even make a propane bomb. The game is being redesigned so you the player have alot more decision and choices for what your survivors do each day. These choices dictate how bad nightly combat will be(if there even is any combat), all the while trying to improve the fortifications’ of your base, feed your survivors, find more survivors, and of course kill as man of those ghoulish zed heads as possible! Anyway, it's up on kickstarter for another 2-3 weeks. Please check it out. There are some areas of the game which are purposely unfinished as we are trying to get community direction on where to take the game. Which new locations, mechanics, and concepts will we put into the game? (I'd personally love to add the cloth part type, and allow hung sheets crafting to block line of sight, just like you can in PZ). Zachary Parkes Vice President of Greenbrier Games Inc. Lead Designer for Zpocalypse 2: Defend of the Burbs https://www.kickstarter.com/projects/gbg/zpocalypse-2-defend-the-burbs press pics for Zpocalypse 2 defend the burbs
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- zpocalypse
- greenbriergames
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Hello ! We are a pair of newbie game makers in need of feedback on our half-baked game. After prototyping a lot, we settled for a combination of puzzler, platformer / maze, shoot-em-up and sci-fi adventure. Gameplay is much about interacting with blocks: Some can be moved, some are easily destroyed, some gets destroyed only by laser, some can be toggled on and off, and some sits in the background until you "create" them. There are spikes, acidic liquids and blocks that emit beams which bounces against 45 degree angles. Besides the different blocks, there are keys, locks, crystals, spheres and hearts for health. And there are buttons in the level for shooting laser and bombs at various enemies and blocks. At first sight, this might seem a bit messy with many ingredients, but we hope that this mix of problem-solving and action is entertaining and challenging. The game will be released for PC/Mac/iOS but is in beta stage now, with a three-level, playable demo ready. Feedback and funding is what's missing now, so we are grateful for any comments on gameplay or anything! There's a video at our webpage presenting story and gameplay: http://pollopuzzler.com
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- puzzler
- platformer
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