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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
Greetings projectzomboid enthusiasts, Just wanted to re-share an Indie title my team is working on called Zpoclaypse Survival, reanimated. Based off of our nuclear zombie apocalypse boardgame Zpocalypse. I'm personally in charge of the level design for the game, and it's been a blast designing apartments, office buildings, warehouses and shopping centers with variable based furniture and loot systems in place. It's all in it's infancy(to what I'd be happy with(rand gen anywhere in the world!), and we are in the process of building the core database for structuring everything, so we can more easily create content, and later down the road provide a solid branch for fans to create their own moded content(like add your own house to the rand gen areas, tweak your survivors model to more look like you or family members). Anyway, some of you may recall our original campaign back in May for the same title, and sadly, how we cancelled it mid way, due to conflicts of running 2 kickstarters at the same time(Not a good idea). Anyway, after a summer of restructuring alot of things, we've gotten our alpha to a point where we feel it's ready to try crowd-funding again(Private Alpha access through the campaign, and public Alpha access once it's polished enough for the casuals). We've delivered 2 boardgames and a dice game since our company started, with 2 newly successful other boardgames currently in production. This is our first video game. We have a dedicated programer, level designer(mwa), animator, modeler, and content writer. We need to hire out for audio work, and maybe better GUI support, which is why we're running this Kickstarter in the first place(to pay for the bits of polish we need outside our internal skope of abilities). So anyway, at this stage, we mainly need word of mouth and eyeballs. Thank you for your time Zach from Greenbrier Games Inc. PS. I've been a bit out of the loop ever since PZ went multi-player. Are their any good public servers low on griefers I can jump on? I'd like to try out the newer hunting, fishing, snaring mechanics, and do what I always did with PZ, build badass bases and roof farms while systematically killing every zombie i find!
zpocalypse posted a topic in WIP ProjectsZpocalypse: Survival - Post nuclear zombie apocalypse.by Jeff Gracia: Greenbrier Games · HomeUpdatesMarlborough, MA Video Games Just wanted to share my companies first video game project, Zpocalypse Survival. Similar theme to projectzomboid, but with more emphasis on RPG level/skill mechanics, survivor groups, radioactive wasteland giving it more of a fallout vibe then walking dead. See below for more details. A rogue-lite strategic survival game with exploration, scavenging, base building, crafting, and deadly battles! Zpocalypse: Survival is a game about exploration and survival in a gritty post-nuclear zombie apocalypse setting. Your job is to help a group of survivors attempt to eke out an existence and build a place for themselves in a brutal world. You will need to scavenge for supplies and food, find and fortify a shelter, recruit other survivors to your cause, defend your people, and attempt to grow and expand, facing challenges every step of the way. Starting from a procedurally generated world with dynamic events and encounters, Zpocalypse: Survival combines base management and good ol'fashioned combat with infinite building possibilities. It is designed to be moddable at every level, from your base, the survivors and enemies inhabiting the world, to the events and encounters you might come across. Our goal is to build tools and documentation. They will ship sometime after release (or sooner with your help) allowing you to add your own customizations to the game, and share them with friends The game is part Sandbox, part Real Time Strategy, and part RPG. We will support PC initially, with plans to release on Mac & Linux. This will happen sooner rather than later with your support! We are looking at possibilities for tablets and consoles.This Kickstarter is to fund the single player version of the game. We are extremely interested in multiplayer and this may appear as a future stretch goal. We think the game is going to be truly amazing, but only with the help of our backers. To that end, we will put up a playable pre-alpha demo on April 21st for all of our wonderful backers to check out. We took our demo to PAX East and got a lot of great feedback from people checking out the game for the first time. We wanted to add some of those suggestions in before we made it available again, so you can tell us new and even more awesome ways to improve YOUR game. Zombie games are a dime a dozen nowadays, so why do we deserve your attention? Here are some things that we believe set us apart from the rest: 3D Procedurally Generated World Buildings in an area and their internal structure will be different from the last time you played all in 3D. No sprites here! (Well at least not for the game world...) Dynamic Stories & Events While the game is not purely story-driven there will be events and elements of story depending on how you play the game. Each event is built to compliment the area it is associated with, not just make each play through different. We want to bring the world to life. Our AI Manager will also help to keep the world interesting and challenging. Nuclear + Zombie Apocalypse The Zpocalypse universe is one that isn't limited to zombies and scavenging. The world as we know it today is gone, but that doesn't mean that there is only one thing raising hell in the world. Rogue-Lite Survival Hybrid When your survivor or squad dies they stay dead, but it doesn't necessarily mean it is the end of the game. This approach gives us a lot of power as developers; we can put deadly mechanics in the game that would otherwise be unfair in a normal rogue-like game. We want squad members to be important and cherished but this is the apocalypse so when people die they stay dead... unless they come back as a new undead enemy. See how long you survive and compare your scores with your friends'. Day/Night There is only so much time before the darkness comes and the real danger begins. With our day/night system you have to decide how you want to manage your time to get ready for the night. You may be forced to defend yourselves from the hordes of zombies. Base Building/Management/Defense This is the yin to the exploration/scavenging plays yang. You are not just out scavenging living for this moment. Instead you need to try and build up a safe place, planning for the future. Search for somewhere that you can band together with more survivors and have people work to build a new community and survive this harsh world. You are not a superhero; you will need others' help to make it in this world. Physical to Digital Unlike most games that start from scratch or eventually go from digital to physical, we already have a physical game that we are basing our digital title on. This means we already have a great design base to start from, we already have an existing fan base, and we already have a LOT of story to pull from and expand the game into the future. Also as we expand the physical game it gives us more content to expand the digital game and vice-versa. Merging genres We draw a lot of inspiration from our favorite games like FTL, Project Zomboid, Fallout, Diablo, XCom: Enemy Unknown, Endless Space and more. We are taking inspiration from pieces that we love in all these games and bringing them together into a new zombie game, that with your help, has the potential to be a great game like those above! THE WORLD When starting a game of Zpocalypse: Survival, the player will be able to choose from several themes for their post-apocalyptic world as they unlock them through gameplay. This theme they choose will determine the look and feel of the world. Some themes may be more dangerous than others and perhaps have special conditions associated with them. For example a radioactive waste themed world would have more radiation zones, more radiated zombies and a higher chance for survivors to get radiation sickness. The world will be broken into a number of areas, each area will have its own unique feature. For instance, in a town themed world, one area might be a house with a yard, while another area might be a school with a playground. The layout and content of areas will be procedurally generated when the world is created. As you progress in the game you will eventually be able to setup how your world is generated by adjusting settings such as the size, the amount of infected, scarcity of resources, and more. Scavenging One could argue that the entire point of going out into the world in Zpocalypse: Survival is to scavenge. Besides staying alive, the goal of the player is to scavenge for materials when out in the world, in order to shore up base defenses and improve its quality. THE CHARACTERS During the course of the game, players will control numerous characters in the wasted lands of the zombie apocalypse. To highlight the brutality of the Zpocalypse, this game will be designed with a high turnover rate of characters in mind; players will lose characters often to starvation, disease, zombies, natural hazards and more. To this end, the character stats will be quick and easy for the player to understand and use. The character advancement system will be light but still interesting. Roles There are 3 roles that every character will fall into: fighter, bruiser and smarty. Each role has their own strengths and weaknesses and a unique advancement tree. Within their advancement tree each role will have opportunities to further differentiate themselves even from other characters with the same role. THE BASE The central nexus around which all games of Zpocalypse: Survival revolve is the player’s base. This base is where the player’s survivors have gathered, trying to hold out for another day in the Zpocalypse. It is where their characters sleep at night (hopefully), where they store their food and supplies, and where they craft the tools and equipment their group will need if they hope to survive for one day more. Base Center Bases will be defined by their base center, which is a safe location in which the characters can retreat to in an emergency and where all the supplies and gear found by the player are stored. The quality of the player’s base center determines the quality of the base entire. The better the base center the better weapons, fortifications, and more the player can craft, the more survivors they can have in their band, and the more storage space available. Crafting All items that can be built or crafted will require resources and time to complete. The resources will be the things the player finds out in the wastelands: various scrap like wood, metal, or cloth and possibly special items. The amount of resources and time required to build something will be dependent upon the complexity of the item. A debris wall will only take a few wood scraps and a short period of time to build while an electrified defense wall might take a lot of metal and a special item as well as a full day or more to construct. Crafting isn’t limited to only your defenses but also includes supplies, weapons and other fun treasures as we build out the game. ZOMBIES The major threat to characters in the zombie apocalypse is, of course, zombies. Zombies will have stats just like characters. These stats will be used for combat purposes to determine how hard the zombie is to kill, and how dangerous they are if they get too close to a character. Initially there will be two types of zombies you will encounter day zombies and night zombies. Zombies will have multiple levels of physical degradation. Zombies degrade usually from the result of combat, though when encountered they will be given a random state for variety. COMBAT Combat in Zpocalypse: Survival will be a brutal but measured affair. Most times the player will have ample opportunity to make good tactical choices, both because the pace of combat will be slower than most RPG style games, but also because our pause feature will allow the player to take the time they need to review the situation and make decisions if he/she chooses. That said, combat will still be hard and brutal. We WANT characters to die because we WANT the player to feel the pressure of keeping their survivor numbers up, alongside all the other hardships we put on his/her shoulders. Players can take their time to plan their strategies, but if something goes awry, if zombies get too close or appear where they were not expected, then things could go horribly wrong right-quick. EVENTS Events will be used to add setting and story flavor to the game in interactive and exciting ways. Some events will be scripted and some will be semi-scripted occurrences. These events could play out a larger story arc or they could be simpler occurrences that add flavor and something unique to your current experience. While one of the key aspects of the game is trying to survive we want to make your survival experience interesting, especially when you playthrough multiple times. The base game is not about winning or losing, instead it is about the drama and sometimes comedy that goes on while you try and survive.