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  1. Hi everyone, I'm Percy Legendre from Half Human Games, the small team behind Dwerve, a Zelda-like action tower-defense RPG where you play as a dwarven tinkerer that uses turrets and traps to fight. Dwerve launched on Kickstarter last week so I have been trying to tell more people about it. Dwerve is an epic adventure With an engaging story Tower-defense combat Vast turret upgrades Epic boss battles Are you ready for an adventure? If you are a fan of A Link to the Past and tower-defense games like Dungeon Warfare, Orcs Must Die, and Dungeon Defenders, check out the Dwerve Kickstarter. Thanks for reading my post.
  2. Hello.We're a two-member team and I'd like to introduce you our game - Feudal Alloy. It's a metroidvania-style action RPG with fishbowl-powered medieval robots. We've been working on the project for a few months. I'd be happy for any feedback. teaserhomepage twitter facebook Our Steam page is public now: steam link
  3. Trying to imagine a world where, due to the idioticly short sighted way the political system is systematically plundered by corrupt politicians and scare mondering media idiots. The worst possible moron is actually voted into power. Months later, 1/4 of the planet is out of work, and a facist military resume has assumed command due to exponentially growing civil unrest. Basically post apocalyptic quest a thon. In a word that makes no sense its the senseless man that us our only hope. With any luck little Donnie Trump wont make it to the end of his quest, youll die horribly and things can return to normal. ... Concept only presently, but i think im about ready to hit kickstarter. What does PZ forum think? You in?
  4. Our game Skullstone (which was presented here in WIP topic) is now on Greenlight. If you like it you can vote for it here: http://steamcommunity.com/sharedfiles/filedetails/?id=870575498 You may also be interested in our official trailer:
  5. Hello all. First of all, sorry if this thread is being discussed somewhere else. It surely isn't the most original idea, I know; but I think, as the title says, that it would be really awesome if the game had this classic rpg styled inventory, when you could drag items and see their shapes in a lot of sizes (tiny sized items like rings or sugar, I don't know, or bigger items like a shotgun). It would be very fantastic. Please Devs make this thing real. The actual inventory is pretty dull.
  6. Hi all, First, I'd just like to say thanks to the indie stone for allowing other developers to talk about their games here. I'm Daithi, a game developer from Ireland. I'd like to share the game I've spent well over 4000 hours working on. It's called Vigilantes, and it's a crime themed, turn based tactical RPG, largely inspired by the classic turn based RPGs of the 90s, like X-Com and Fallout. The best way to give you a feel for it is to show you the release trailer, which is 97 seconds long. A polished preview demo with 3 hours of gameplay is available for Windows, Linux, and Mac. Players assume the role of Sam Contino, an idealist dragged down the rabbit hole of vigilantism as he leads a team of vigilantes against the three gangs that dominate Reiker City: the mafia, survivalists, and Church of the Final Exodus. Vigilantes has all the features you would expect from a turn based RPG, yet we feel it stands out from its peers in a number of areas: Avoids typical RPG settings, striking out in its own direction with gritty, neo noir. Melee combat is choreographed and fluid to an extent rarely seen in turn based games. Avoids the trend of simplifying character systems and gameplay. It's very much old school, with the best of modern design advances. Emphasis on atmosphere: memorable allies, deadly opponents, a declining city, all brought to life through quality writing, artwork and voice acting. Use surveillance to locate gang facilities and leadership. Randomly attacking footsoldiers won't get you anywhere. Kickstarter and Greenlight campaigns have recently gone live. Both are going quite well. The most popular reward on the Kickstarter offer a Steam key, standalone download, early access and exclusive wallpapers for €8, roughly half the expected release price. So if turn based strategy is your thing, and you'd like to get a great deal and support a small but incredibly hardworking studio, you can find the Kickstarter here. Our Greenlight is also underway. There's a lot of information on the page, so if you's like to find out more, it is here. If you'd like to meet one of the allies from Vigilantes, here's a voiced intro for Ray Case, private eye. If you have any questions about Vigilantes, or comments, or observations, please let me know!
  7. Hey Survivors, You are Searching for a new Community?! Youre welcome, play like you want, active admin-team, most friendly survivor. Wanna Play?! JOIN US NOW: 31.214.207.107:16261 NOW WITH "HYDROCRAFT"
  8. Hello.I am one of Krai Mira Developers and I want introduce my project on this forum.In few words Krai Mira is a post apocalyptic Role Playing game which action take place on Crimean Island in 2033 year.A week ago we have started a Kickstarter campaign.If you guys have any questions I can answer asap.
  9. Hey guys, Im an experienced java developer and im searching for some other java developers to programm a 2d dungeon action rpg with me. I can tell you more information about the game when you contact me here, or at twitter @jmaerte Thanks!
  10. Hello everybody! I'm developing a simple RPG for Android and Windows. You'll have to take care of your hero in order to complete quests and challenge other player in PVP battles. You'll have to train your hero, feed him, upgrade his equipment and send him to the adventure! I'm writing a blog in which you can read my progress and discover the features of the game. Sometimes I'll write some tutorial-post , however at the moment blog is pretty empty but I'll release update weekly! ►BLOG https://myherotrainer.wordpress.com/ First official post: Things to do in My Hero Trainer read it!
  11. 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
  12. Hi everyone. I live in Poland and I'm programmer. Here is a game, that I'm developing together with friends. The game is inspired by such titles like: Dungeon master, Eye of the Beholder, Stonekeep etc. We are NOT taking pattern from Legend of Grimrock, which is actually nothing more than a copy of Dungeon Master. Things that will be different from classical, old dungeon crawlers: - side quests, - town with shops, - unique AI for every kind of monster - boss monsters. and few more... Here is a video of an very early version: And some screens: There are still many things to do, but I'm curious of your actual opinion.
  13. ☆ Hello guys. How are you doing? I hope all of you are fine. ✰ I would like to introduce you a new (started at 9th July 2014), 100% free (not even donation not to mention there is no premium market etc.) ✯ Fan made Pokémon MMO RPG Game Pokemon Pets: ⇶ http://www.pokemonpets.com ♔ You can register from here to try out the game: ⇶ http://www.pokemonpets.com/Register ✮ The game has hundreds of Pokémon at the moment with 500+ official moves coded ✩ Each week there are events and new Pokémon being added to the game ☆ Game has 520 game maps and they are pretty good actually ✓ Here 2 example of maps: ⇶ ⇶ ✌ As different from other Pokémon Online games, PokemonPets uses bigger artwork images of Pokémon and it is planned to improve overal art quality greatly ✓ Here 2 example of Pokémon artworks: ⇶ ⇶ ☢ Pokemon Pets have so many awesome filtering system at many pages that makes players life easier ♛ For such check out following pages: ☑ Pokédex: ⇶ http://www.pokemonpets.com/ ☑ Game Maps : ⇶ http://www.pokemonpets.com/Game-Maps ㋡ Some useful pages of the game as following to check out: ☑ PokemonPets contact/about page: ⇶ http://www.pokemonpets.com/Contact ☑ PokemonPets privacy/TOS page: ⇶ http://www.pokemonpets.com/PrivacyPolicy.aspx ☑ Game unique stat calculator: ⇶ http://www.pokemonpets.com/Stat-Calculator ☑ Pokémon listing page to see Pokémon quickly: ⇶ http://www.pokemonpets.com/Monster ☑ Pokémon Natures page: ⇶ http://www.pokemonpets.com/Natures ☑ Game unique Pokémon Abilities page: ⇶ http://www.pokemonpets.com/Abilities ☑ Pokémon types chart page: ⇶ http://www.pokemonpets.com/Type-Chart ☑ Game unique Pokémon Moves/Attacks page: ⇶ http://www.pokemonpets.com/Pokemon-Moves ☑ Game how to play page (need to be updated): ⇶ http://www.pokemonpets.com/How-To-Play ☑ Game videos page (need to be updated): ⇶ http://www.pokemonpets.com/Videos ☑ Pokemon Pets wallpapers page (all wallpapers are HD): ⇶ http://www.pokemonpets.com/Wallpapers ☑ PokemonPets banners page: ⇶ http://www.pokemonpets.com/Banners ☑ Pokemon Pets profile game avatars page: ⇶ http://www.pokemonpets.com/Avatars ☑ PokemonPets game zones page (game maps are classified as elemental zones): ⇶ http://www.pokemonpets.com/Maps ☑ Game has dedicated forum: ⇶ http://forum.pokemonpets.com ☑ Pokemon Pets credits page (you can also get your place here with helping): ⇶ http://www.pokemonpets.com/Credits ☑ PokemonPets official Google+ page (make sure that you added circle to be aware of news & updates): ⇶ https://plus.google.com/+Pokemonpets ☑ PokemonPets official Facebook page (make sure that you liked and following to be aware of news & updates): ⇶ https://www.facebook.com/PokemonPetsRPG ☑ PokemonPets official Twitter page (make sure that you are following to be aware of news & updates): ⇶ https://twitter.com/PokemonPets ☑ PokemonPets official Youtube page (make sure that you subscribed to be aware of news & updates): ⇶ http://www.youtube.com/PokemonPets ✇ Too much talking now let the HQ gameplay-screenshots talk ☑ Gameplay HQ screenshots page: ⇶ http://www.pokemonpets.com/Screenshots ♻ Pokémon and respective character names/images are trademarks and copyrights of their respective owners. ✯ PokemonPets is not affiliated with Nintendo, The Pokémon Company Creatures Inc. or Game Freak.
  14. http://www.monstermmorpg.com Hello everyone. This is Furkan Gözükara from Turkey. I am the only developer & owner of browser based mmorpg game Monster MMORPG. I am a Master of Science (M.Sc.) Computer Engineer. Currently studying Doctor of Philosophy (Ph.D.) in Cukurova University. I am using ASP.net & C# to develop my game. At this thread I will share information about my game and also continuously post the official updates. Monster MMORPG was started as a browser based Pokémon MMORPG game. It was me and my 2 other friends graduation project from our Bachelor of Science. My other 2 friends gave up working on the game after we graduated in 2009. PokemonCraft became quite popular. Alexa rank top 100k, about 20k visitors per day with more than 3 million page views per day. In 2011 Nintendo lawyer send DMCA to shut down game. I still don't know why since there are like 30 other Pokémon MMORPG game. Anyway i didn't let my game get wasted so decided to convert it into a full scale Monster MMORPG game similar to Pokémon games. If you know how to play generation 3 Pokémon games, you will find this game very easy to play. I am collecting monsters from DeviantArt artists. Asking their permission to use at my game. So i have very mixed style of monsters. I have private software to automatically compose features of new monsters, assign them on maps. Each week i am able to re-assign all monsters, NPC trainers on maps and add countless new monsters. If you consider about composing a Pokémon move list, you can understand how hard task is this. I will post screenshots at the bottom of this thread. Currently (22.07.2013) we have 1,751 pets (Monster, Fake Pokémon, Fakemon) from 45 different artists. You can see all of them on our MonsterDex page. MonsterDex : http://www.monstermmorpg.com/MonsterDex Here several different style monsters from each class: Ancient, Legendary, Zenith, Emissary, Starter, Superior, Regular We have 7 class of Monsters. Stats changes between 213-999. Our monsters gets their moves by a special software that i designed from over 3,000 unique moves pool. Currently our experienced players are working on a new assignment mechanic and processing each moves manually to reduce move number and improve assignment process. Here our 1080p game-play tutorial video. It is totally in game footage. Only the entrance has special effects. You will not get bored while watching the tutorial video since I used pretty good musics. We have 18 elemental types. You can see type chart here. Game is composed by 19 different zones. Including every elemental type and 1 extra mixed type. Game zones can be seen here. Each zone has a 1 monster arena and you can gain 1 badge from those arenas. Also in order to navigate between zones, you have to defeat zone guard. Game has over 1,000 NPC trainers. You can battle only 1 time per day with these NPC trainers. NPC trainers gives items as reward and extra Gold and EXP. Game has total 520 unique maps. All professionally designed. Game maps can be seen here. Here several different elemental types of game maps. Since we are similar to Pokemon we have ability system. But in our system each captured pet can have 3 abilities from their ability pool. These abilities are assigned each time when a monster captured and they are permanent. At each monster details page you can see ability pools. Also our ability list can be seen here. All fully working. We also have natures like in Pokemon. But our natures affects all 6 stats and we have over 100 different natures. Natures list can be seen here. How to play tutorial with images and text can be seen here. We also provide a fully working stat calculator tool. You can load your captured monsters and play around with the values. As can be seen there we have UV and TP values. If we compare with Pokemon UV values are like IV values and TP values are like EV values. But of course still different to not violate any copyrights. Click here to play with stat calculator. What makes our game pretty different than most of the other games, we keep individual data of each captured monster. This provides us great features such as you can name your captured pet, your captured can have individual values, held item, and different characteristics. Our Monster characteristics can be seen here. Each captured monster get 3 traits. All of our monsters can be seen as 120 pixel thumbnails on this page. Page contains a lot of filtering features. We have a fully working advanced market system. Our market supports buy, sell items both from NPC and other players. Buy, sell monsters among players. Trade monsters among players. Once again our market system has a lot of filtering features which makes it pretty useful for players. Also game has over 180 items and the move items. Move items are called as MTs like TMs in Pokemon. Items are AI Item, Battle Item, Health Item, Held Item, Main Item, Monster Box, MT Item, Transformation Item. Itemdex is not available yet. Game banners and logos can be seen here. Game profile avatars can be seen at here. Registration process is really easy to game. You need to provide a valid email address, select a starting monster, select your over-world sprite, type your password and username then you are ready to play after clicking activation link that is sent to your inbox (check spam-box if you don't receive email). You can also request multiple activation emails if it didn't arrive. You can register the game here. We also have a dedicated MYBB forum for the game. I am also fan of a preventing cheating. I rather prevent it than banning cheaters. Banning cheaters only leads some cheaters to get away. For this reason, we have special game mechanics that requires very advanced special software for cheating also in-game coded Captcha question that doesn't bother real player but kill cheating. We also have a special coded chat screen integrated to the game. Chat screen has multiple language channels so you can chat in your own language. Game also has a perfectly working live PvP battle system. You can battle with your friends only and live. So what future plans do i have ? * Complete redesign of the game that will run faster, smoother and look a lot better. * Guild/Clan system: A pretty advanced one with lots of great futures * Live PvP tournaments: Private player composed tournaments may also be possible with special conditions * Live PvP maps * PvP points and ranking system Game is hosted on a special deal dedicated server. So we are the only one that uses this server. Server features are as follows: 32 GB Ram memory Intel Xeon E3-1270 2x sata 3 - 256 GB SSD as raid 1 - for security reasons 1x 500 gb sata 2 for storage I have a special software that updates all users ranks and statistics everyday, also optimize database and takes full backup. Game is listed, reviewed on the following authority game related sites. But most of them are outdated unfortunately. http://www.gamespot.com/monstermmorpg/ http://www.ign.com/wikis/monster-mmorpg http://www.joystiq.com/2012/03/23/the-joystiq-indie-pitch-monster-mmorpg/ http://www.mmorpg.com/gamelist.cfm/game/731/MonsterMMORPG.html http://www.mmorpg.com/blogs/MonsterMMORPG http://www.indiedb.com/games/monstermmorpg/ http://monster-mmorpg.browsergamez.com http://mmohuts.com/browser-games/monster-mmorpg http://www.onrpg.com/games/monstermmorpg/ http://www.whatmmorpg.com/review/monster-mmorpg.php http://www.crunchbase.com/company/monstermmorpg http://freewebgame360.blogspot.com/2013/06/monster-mmorpg-review.html Our biggest problem right now is the HTML structure of the website and the UI. I started this project as a total rookie programmer and it grew and grew. So now i need a whole recode. I am in a search of web designer to get him/her design site beautifully in Photoshop. So i can recode whole site. I am always looking for volunteer artists, contributors. Our credits page has now 75 different contributors. Majority of them are volunteer Deviantart Monster, Fake Pokemon, Fakemon, pet artists. Check our credits page here: http://www.monstermmorpg.com/Credits And finally here the recent screenshots of the game. Thank you very much for reading. Feel free to ask any questions.
  15. Hi guys! Been a while since I was active, but RL is taking it's toll! Fortunately I found I Shall Remain (ISR) on Steam and was able to play it quite a bit. Yes, I have abandoned PZ as it's to addictive for me and disables my real life. About this game, even if it's an early access, the team does a great job, constant updates and fixes, are very active and a guide has been posted. As a zombie, post-apocalyptic , RPG fan, I Shall Remain caught my attention, but I was a bit skeptical about it being early access. There are very good examples (wonder ), but also very bad examples (releasing "final" game just to catch a holiday sale), but I gave it a try! I wasn't disappointed at all! You got zombies (d'oh!), progressive skill gain, great story, weapons from bare fists to sniper rifles, you can play solo or pick up teammates as you advance and even the graphics are really good. As for the mechanics of the game, those are pretty complex and get even more complex if you choose harder difficulty setting and/or to play alone as there's a lot of micromanagement involved. As for the story, some people may get offended as it's about the end of WW II and the Germans managed to release a deadly virus (z0m81e) in the US, but I'm not giving any extra spoilers. There's some balancing to be done, but they are constantly working on that; if you get the grip of the mechanics it may become easy, but some people admit that even normal difficulty is to hard. PZ did a great job and has a great community; I still remember the first time I played it on that tiny map and dying to much. But, from that tiny map, we ended up having multi player! From my opinion, I Shall Remain has great potential, but lacks the awareness and I really want to see this project thrive and, maybe, just maybe, evolve to a state where we'll have multi player as well! So, if I got your attention, at least take a look at this game and share some thoughts about it! If you have doubts or questions, feel free to ask; I managed to finish the game and I have some knowledge of the game's mechanics! Cheers and, together, we can survive the apocalypse!
  16. https://www.youtube.com/watch?v=NQ9_J-h7DbI You awaken to the dawn of a new world. It's streams are clean, the forests lush and the local wildlife is hungry. You're cold and in need of shelter as you hear other voices on the wind. You are not alone. Your Quest: Establish civilization and explore the new world. Your Quest is a casual 2D Strategy/RPG with progressive gameplay where you gather resources to construct a village, craft new weapons and armor, and try to survive the depths of a procedurally generated dungeon under the surface. Can you explore the entirety of this new world? Help us get Greenlit on Steam! Vote Yes Here Current Features Turn-based CombatBuild a village the way you want itCraftable Armor and WeaponsProcedurally generated dungeon (accessible via Cave) with 10 levelsResources: Wood, Stone, Fur, Meat, Leather, Cooked Meat, Herbal Medicine, Iron, Steel, FishJobs: Lumberjacks, Stone Miners, Hunters, Tanners, Cooks, Foragers, Iron Miners, Coal Miners, Fishermen, SmeltersBuildings: Home, Houses, Quarry, Lodge, Tannery, Mess Hall, Herbalist, Iron Mine, Blacksmith, ArmoryMisc: Campfire, Roads, Flowers, Torches, Fences
  17. Hello ladies and gents, My name is Chris Chancey, I am the CoFounder of ManaVoid Entertainment based in Montreal, Canada. As you may know, we recently launched a Kickstarter project called Epic Manager, where you can create your own Adventuring Agency! We are happy to announce we are past the 20 000$ mark today! The gameplay features the roster management & character progression of games like Disgaea or Final Fantasy Tactics, narrative choices & consequences in the beloved tradition of gamebooks series such as Choose your own Adventure or Fighting Fantasy, the epic scope of a Dungeon & Dragons campaign or a Lord of the Rings novel, and the humoristic tone of the Princess Bride all in one awesome package! After reaching out to other indie studios, we have also had the chance to feature iconic characters from great indie games such as Shovel Knight, Chroma Squad and Rogue Legacy! We would love to keep the conversation going on the best rpg, fantasy and gaming forums and theindiestone.com is obviously on that list! Here's a few images of the game and we hope you guys come check out our project on Kickstarter! Thank you all for reading! Cheers, -Chancey, for the ManaVoid Dev Team
  18. 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!
  19. Zpocalypse: 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.
  20. Hello Indie Stone community, Greetings from ManaVoid Entertainment, an independant video game studio based in Montreal, Canada. In the early hours of Monday, October 27th, the studio’s first title, Epic Manager, has finally gone LIVE on Kickstarter. Epic Manager is a unique 2D Strategy Fantasy RPG and Tycoon Game for PC, Mac and Linux that let’s you create your own Adventuring Agency – Rated “E” for EPIC! Visit Epic Manager's Kickstarter page ( Long URL : https://www.kickstarter.com/projects…nturing-agency ) —- Manavoid Entertainment Dev Team - Conjuring Games from the Void www.manavoid.com
  21. Heroes of Shadow Guard is a title being developed by the new indy studio Iron 27 for mobile platforms. Players in Heroes of Shadow Guard control a completely customizable dungeon-style “Labyrinth.” You strategically design the exact layout of the multi-floor interior, select all the defending guards - including your powerful Chest Guard, lay traps, and even place idols for buffing your defenders. Want to change the aesthetics as well? Unlock numerous wall and floor colors to make your labyrinth even more unique. From a defensive standpoint, your goal is simple: create an impassable maze that other players have to try and overcome in the name of loot and pendants. Satisfied with your defenses? Time to take on enemy labyrinths. You are given a variety of strategic options involved in preparing for the attack: select the right Heroes for your Raiding party and choose the most optimal combination of abilities and items to take to the fight. To be clear, there's more than enough fighting going on once you're in; true to older Sega titles like Shining in the Darkness, your first-person crawl through the Labyrinth leads to random encounters with guards in turn-based combat. At the start of the game, you are assigned to a Faction that can be changed by invitation or request. Your faction shares the same geographical area with each member maintaining their individual lot. It is from the ‘Faction Territory View’ that you run your operation: managing your own Labyrinth, selecting which opposing Faction's Labyrinth to Raid, orchestrating your mining efforts, interacting with other Faction members, and much more. RPG elements are present throughout Heroes of Shadow Guard. Unlike many of its contemporaries, you don't simply press a few buttons for instant, unimmersive gratification; rather, you enter your village in First-Person and look about in a panoramic viewing perspective to select which building you want to enter. For example, for equipment you would visit the Blacksmith, for potions the Herbalist, and to rest and regain health, the Inn. Social interaction is not lost on Heroes of Shadow Guard, either. Players can communicate with their Faction members in Faction Chat, or with the whole community in Global Chat. Facebook joins the interface with custom hero pictures and a streamlined friend invitation system to join the action in Shadow Guard; you can also share items you acquire with the push of a button. Heroes of Shadow Guard is targeting a December to January release. You can get more information about the title on our SlideDB page; you can also like our Facebook and follow our Twitter for updates.
  22. Hello everyone, I'm an indie developer and I would like to present you Graal Seeker, an RPG I'm working on. I hope you like it. Pitch Features Find Your Graal based on the choices you make (multiple ending).Fast tactical battles.Procedurally generated events and maps.Permadeath and persistent world....moddable story to make your very own quest for the Grail! Early screenshots Concepts arts This is the Saxon knight : Some links Graal Seeker official siteIndieDb pageSteam concept page Thanks for reading and thanks to the Indie Stone for this charming place I look forward for your feedbacks.
  23. BOX_OF_MAGIC [PVE] [GER/ENG] [32 Slots] rules: respect each other and keep calm. enjoy yourself and dont panic. [ts: 81.169.253.216] get your own clan-channel.
  24. Great game, has a lot of potential, and I can see it going far, but my suggestions aren't a simple "add a new recipe/trait/profession" as I don't see those things as improving the lifespan of the game (those "recipes" are things which I believe are best for the mod community). I've spent the better part of 6 hours typing out this shit, so... uh.... So far in my survival game, I've killed the majority of the zombies on the map using a shotgun and MMORPG kiting tactics. I'm able to wipe out 300+ zombies in a matter of minutes by kiting them into a large open area and mowing them down with a shotgun and surplus shells, but once the zombies are gone, it basically becomes another (albeit graphically worse version of) The Sims, which really sucks. I want to feel like I'm in danger - all the time. I want to feel like any day could be my last. I don't want to spend the rest of the game playing 'Old McDonald had a Farm'. I want the game to have replay value. I want the game to feel like it didn't scam me out of $$$ for 10 hours of gameplay (sorry, but in regards to replay value, this is largely true.) What I'm suggesting might already be considered by the devs, or it might not, but I feel my suggestions will help improve the long term gaming value of Project Zomboid (especially multiplayer), and help retain a lot of players. I have no doubt the recent PZ steam sale was quite successful, but I doubt a significant number of people that purchased the game would be playing beyond the 15 hour mark. This game has potential to not simply be a good game, but an amazing game, especially multiplayer-wise, but currently, in my (unprofessional) opinion, it lacks the balanced long-term value to make it a raging success, either in single player, or multiplayer. Zombie respawning, difficulty, and 'special' zombies As I've already stated, once you've killed all the zombies in an area, the game is too easy (and seriously boring). I believe the zombies should respawn in random locations around the map every 5 to 10 days, with between 30-200 zombies spawning at a time. This would help alleviate the sudden emptiness that is experienced once all the zombies are wiped out. Additionally, the zombies could be made to be more difficult as time passes (this has already been mentioned in other threads, but I'm a big supporter and feel it should be mentioned again). The longer you stay alive, the harder the zombies become. The difficulty could increase every 4 to 8 weeks, or whatever is considered suitable. The difficulty of each newly spawned zombie could be based on a % multiplier, eg. 5 weeks = +5% chance of increased difficulty, 10 weeks = 10% chance of increased difficulty, 15 weeks = 15% chance of increased difficulty, 20 weeks = 20% chance of increased difficulty, 25 weeks = 25% chance of increased difficulty, etc. This would prevent players from becoming complacent and would require a change in tactics (no more shotgun kiting), and introduce a new element of survival. If you spent those early couple of weeks preparing well, then you should be ready for the zombie onslaught! Another possibility is to include 'Hunter' zombies. Special zombies that exclusively hunt the player. These might only randomly spawn 10-50 at a time, but it would add a new aspect to the game. Knowing that every minute of the game, you are being hunted by smarter than usual zombies. These could follow the same spawn patterns as the regular zombies, where they spawn every 5 to 10 days, between 10-50 at a time. They might all spawn at the opposite side of the map, and then, one day, 4-5 weeks later, you've got up to 250 zombies smashing up your fort, trying to devour your brains. I don't know what idea or vision the developers have with regards to the zombies, but I believe this would be a big hit amongst all players. It would really emphasize survival, developing escape routes and strategic building, as well as utilising multiple safe houses. In multiplayer it could be taken a step further, by having X amount of hunter zombies spawn for every player that has played a certain amount of time on the server. The new players would need to play for a certain amount of time before a new number of hunter zombies will spawn. Hypothetically, with 100 players on a server, that means 100-500 hunter zombies will spawn every 5-10 days. They might all go for one player, or for a mix of players. It would truly require people to work together, create a worthy (sustainable) stronghold, and survive the waves of zombies. This could also lead to a Multiplayer starting area, where it's a stronghold protected by NPC's, and the players occasionally have to help protect the stronghold. After a while, the players are told to leave, and have to fend for themselves (or join a group/clan/guild/whatever), but are able to return (if they're not visibly sick or infected) to trade goods. But I don't know. That's a different topic again. RPG Style Stat Points Some people are either going to love this idea, or hate it, but personally, I'd love to see RPG style stat points introduced to the game. It would add a personalised element, unique to each player, and would give the player extra incentive for keeping their character alive (I've "killed" 7 players so far just from collecting resources from around the map to build a nice stronghold with a main character). It would improve replay value, as there would be different ways to build a character, and, in multiplayer, it would give more meaning to the term 'veteran survivor', with a greater emphasis on a balanced group/guild/clan/whatever (especially with the suggested profession changes.) Some stat points, which I think might be suitable are: Strength (STR) - Affects carrying capacity and melee damage.Stamina (STA) - Affects ability to run faster when exhausted (will require change to current exhausted mechanics), and reduces sleep duration (heal/recover/recuperate faster in sleep).Dexterity (DEX) - Affects ranged weapon skills and sneaking/climbing.Agility (AGI) - The ability to avoid damage from combat/falling (eg. dodge/roll/parry etc) (works with PC and NPC alike, eg. PvE and PvP).Intelligence (INT)- Affects Carpentry and other trade related skills.Wisdom (WIS) - Affects food related skills (farming/cooking/fishing etc).Luck (LCK)- Affects everything.Note: STR's benefits and DEX's benefits would be fairly balanced in this way. Increased capacity is great, but combat wise, you have to get up close and personal, likewise with DEX, sneaking doesn't exactly work with using loud firearms. The major benefit they provide is negated by the combat requirement. My idea of how each skill would affect each attribute would be like this: Blunt/Blade - StrengthAiming/Reloading - DexterityCarpentry/Other Trades - IntelligenceFarming/Cooking/Food - WisdomSneaking/Light footed/Nimble - DexteritySprinting - StaminaI could see two possible ways for this to work: The stats will automatically increase at each level up depending on what skills are used. At each level up you can gain a maximum of 2 points based on what skills got you the level up, PLUS a possible +1 to LCK (random chance). So if, for example, you gained a level by using mostly melee skills and carpentry, you would gain 1 point to STR and 1 point to INT. Additionally, there's a small (1%-5%) chance of gaining a point to LCK. If, however, you got a level up by simply using melee skills, then you would get 2 points to str. The other possibility, is using skill points for stats rather than for skills. At the moment, my survival character has 19 skill points banked and waiting to be used. Until a skill has received enough exp, the skill points can't be used, so they're useless. If we had the ability to put them into stat points (within reason of course), it would make the game a little more strategic in how you plan and play your character. Do you put all your skill points into skills, or do you put them into stats? Or do you choose an equal mix?Regardless of which system is used, limitations would have to be introduced to prevent it from becoming game breaking. For example limiting a maximum increase of 10 points to each stat. Additionally, for the sake of balance, an increase in one stat point could result in the decrease in another. For example, if you were to primarily use melee weapons (STR), then your STR stats would increase at level up, but at the same time, your DEX skill would decrease, and vice-versa, using DEX skills would decrease STR (after all, a strong oaf is not going to be a nimble ninja!) This is all assuming there's a limit, of course (the last thing anyone would want is a STR stat of 1 - you wouldn't even be able to wear clothes!) For personalisation, and unique character building, all of this would add another dimension to the game - nobody can be perfect in everything - which realistically reflects real life standards. If you try to be perfect in everything, then you're going to be mediocre, at best. EDIT: Each stat would provide a bonus to the player in the form of practical or skill based benefit. I thought long and hard about this earlier, but I'm too tired to type it all out now. So maybe tomorrow instead. Professions At the moment, I believe the only profession worth using is the Construction Worker. The ability to withstand cuts and scratches is better than everything else offered by the other professions, and the Thick Skinned perk in combination with resilient trait will make a player virtually immune to disease, injury and zombification. The other professions don't have anything even remotely comparable to this. Also, each profession should have a negative trait to coincide with their positive traits - even a professional will have their own drawbacks and internal demons! At the moment, I believe the biggest problems with the professions is their ability to become a master in any skill, and I don't believe that is right. I've created a list of the professions, along with abilities/traits/skills, which I believe most closely reflect real word professionals, as well as trying to balance them with negative traits. Even if the class has Positive Traits or Negative Traits, they don't get a bonus nor penalty to trait selections, and as a result, will not have points to spend nor balance. Professional Skills = Blue http://pzwiki.net/wiki/Occupation Positive Traits = Green (Underlined) (Currently implemented) http://pzwiki.net/wiki/Traits Negative (General) = Orange (Requires implementing) Negative Traits = Red (Underlined) (Currently Implemented) http://pzwiki.net/wiki/Traits Conditional = Turqoise (Underlined) (Requires implementing) Unemployed Has a bonus 8 points to spend on traitsReceives a -50% penalty to experience gain. Can become a master in all skills.A bum in the ultimate sense of the word. Has no formal talent or skill, and yet, skillwise, the unemployed is without equal. While they are slow to grasp new skills and abilities, the unemployed can easily become the most skilled of all professions. Although, it will take a lot longer to get there. Fire Officer Axe Man Hot Temperature Resistance. (Isn't affected by hot temperatures due to training and experience. Can effectively wear winter clothing in summer and only experience mild discomfort,)Naturally Brave (They run into fire, what more can i say?)Has Keen Hearing (Naturally more aware of their surroundings, important in a fire as visiblitiy is low, so they must rely on hearing.)Becomes t ired 25% faster and therefore requires sleep more often (Reflection of their on-call style work, and their need to get sleep whenever they can)Is Short Sighted.Cannot select Eagle Eyed or Coward or Hard of Hearing traits.Is only 1 of 2 profession that can become master in Bladed Weapons.(5/5)Can only achieve max. intermediate level in Blunt, Aiming, Reloading, Construction and Farming.(2/5)While the Fire Officer is great with an axe, they have tremendous amounts of courage, and are aware of their surroundings. They simply don't have the time to commit to building and farming projects. Likewise, they are required by their profession to be skilled with the axe, that they never bother training with firearms, and their training has made them highly resistant to hot temperatures. The demands of work are physically very taxing, and as a result, the Fire Officer requires more sleep than the average individual. Police Officer MarksmanEagle Eyed. (After all, a police officer is trained to be observant).Resilient (They deal with all kinds of scum and junkies on a daily basis).Highly prone to depressionHas a Hearty Appetite.Is a Hypohondriac. (With all the exposure they have to scum, it's no wonder they're so paranoid.)Cannot select Light Eater or Short Sighted or Prone to Illness traits.Can only achieve max. intermediate level in Blunt, Blade, Cooking, and Sneaking.(2/5)Is only 1 of 2 professions that can become Master in Aiming and Reloading.(5/5)The Police Officer is a fantastic marksman. Trained to observe and apprehend targets, they are perfectly suited to dealing with human disputes, albeit they are highly prone to depression due to the events they experience on the job. This depression translates into an unhealthy eating disorder, whereby the Police Officer enjoys everything in excess, from Donuts to Sunflower Seeds. Food is an escape for the average Police Officer. Due to their training, and demanding work hours, the Police Officer is not skilled in the art of silent approach, nor the culinary arts, nor in melee weapony skills. They are, however, only one of two professions capable of achieveing Mastery in Aiming and Reloading. Due to training and experience, the Police Officer is perfectly suited to a front line combat role. Park Ranger Outdoorsman (Can wear summer clothing in winter and only experience mild discomfort. Not affected by rain.)Expert Foresters (all saplings planted and maintaned by Foresters grow 50% faster. Can forage for food and water in trees/forests. This skill also improves Hunting/Trapping skills within the local area for everybody.)Naturally Strong (to reflect the fact they have to carry lots of supplies while hiking through the woods)Naturally Claustrophobic.Cannot select Agoraphobic or Brave or Weak or Feeble traits. Can only achieve max. intermediate level in ALL combat skills, farming, and Construction. (2/5) (A Park Ranger knows how to live off the land, not how to fight, farm and build.)The Park Ranger is the custodian of the wild. Trained to handle the harsh environments and live of the lands, they are the ultimate survivalist. They understand the lay of the land, as well as the fundamental requirements for flora and fauna to coexist in harmony. While they are trained to survive in the wild, they lack the skills to succeed in combat. Additionally, what can be achieved in the wild is vastly different to modern day suburban living. As a result, the Park Ranger severely lacks the skills and abilities in combat, farming, and construction, as their knowledge only reaches as far as the edge of the forest. While the Park Ranger is perfectly suited for survival, he struggles with living inside buildings and small rooms. Construction Worker Thick SkinnedBuilding time/repairs reduced by 40%Start off as advanced carpenter (3/5 Carpentry).Construction Worker is addicted to alcohol and TobaccoIs a Light Drinker. (I've never known a person working in a trade that wasn't some sort of substance abuser and didn't come to work drunk or with a hang over).Is Short TemperedConstruction Worker is more Prone to Illness, due to beng a drunkard.Cannot select Hardened Drinker or Resilient or Patient traitsIs only 1 of 2 professions that can become master in Blunt Weapons.Can only achieve max. beginner level in Blade, Aiming, Reloading, and Lightfooted. (1/5)A violent drunkard and a fool! Despite this, the Construction Worker is second to none when it comes to hammer in hand, with all construction work being done in only a fraction of the time it would take an ordinary citizen to complete. Due to the rigorous demands of the building industry, the Construction Worker has developed a physically Thick Skin. While the Construction Worker is a drunken idiot, he's not without his merits. In his intrawork conflicts, he has developed mastery with blunt weapons that other professions can only dream of. Being a drunkard, he's a heavy footed Security Guard Night OwlNaturally Lucky.Is a Light EaterIs Overweight. (Seriously, have you ever seen an in-shape security guard? I haven't. Ever!)Is stupidly Clumsy.Cannot select Athletic or Graceful or Unlucky or Hearty Appetite traitsCan only achieve Expert in ALL weapon skills. (4/5)Can only achieve max. advanced level in Carpentry, Cooking, Farming, and Fishing. (3/5)A lazy overweight security guard whom spends most of his time sleeping on the job. Who needs to go on patrol, when it's so quiet around here? I think I'll just sleep a little longer... The Security Guard is the lucky individual that gets to sleep on the job. When they get called out, there's nothing there.No delinquents. No break-ins. No problems. The Security Guard gets to go back to their comfy chair and rest. They spend so much time sleeping on the job, that they require less sleep on their time off. In fact, for them, the job is almost a chance to catch up on last sleep. And they're lucky, too, considering how clumsy they are. Perhaps the only reason they've never come across a crime is because the criminal heard the Security Guard's clumsy feet long before the Security Guard appeaerd. For the security, this peace and quiet works well! It allows him to catch up on reading Books, Magazines and DIY manuals, giving him a rounded (no pun intended) education. All the profession have been balanced in a way that makes them both strong and weak in certain areas. Additionally, they have greater multiplayer value, as working in a balanced group allows for the best chance of survival. For example In a group of 4 people that play multiplayer together, a groupe consisting of Park Ranger, Construction Worker, Security Guard and either Police, Fire, or Unemployed for the last spot, would provide an extremely well balanced group. Park Ranger can provide the timber and environment for improved trapping, the (drunk) Construction Worker can handle all the building/repairs, Security Guard can provide crowd control (killing zombies) and snagging rarer loots from their corpses, and the remaining player can fill the gap any of the remaining 3 characters create. Park Ranger (continued) The park ranger is an expert forester, which means the park ranger has the added ability to maintain saplings planted by them (park ranger cannot maintain saplings planted by other professions). This maintenance work would be very simple stuff that isn't actually detailed in the game, but simply revolves around current occupational requirements such as: removing debris, cutting down rotten/diseased plants, removing pests, etc. Basically, a Park Ranger allows a plantation of trees to grow faster and more succesfully than what would happen for the other professions. In addition, this maintenance work provides a better environment for wildlife, and improves the hunting/trapping success rate within the area. They also have the ability to forage for food/water amongst trees. The forage ability would have a random success rate, and a time based refresh rate, eg. a park ranger can't fail multiple times in one spot until finally getting lucky, they have to keep trying new spots. When they succeed, they don't actually get food food in their inventory, but rather, their hunger/thirst level decreases. The Forage success % would need to be deteremined by the devs in order to be balanced. Ability to replant saplings after chopping down trees (Forestry) It gets to a point in this game where you have to run to the other side of the map for more logs. This is, for lack of a better word, a pain in the arse. What would be great is the ability to replant trees we've chopped down in a way that is similair to Minecraft. After chopping down a tree, there's a chance a sapling will drop, which we can replant. Conservation is something that has been around for a long time, with many ancient civilizations realising the importance of sustainability. This would allow for more sustainable gameplay with respect to building/cooking/maintenance/repair. (There would also be an ability for which the Park Ranger receives a massive bonus towards this feature - explained above). Skills affect quality of work I believe the skill system needs a bit of a change. If you become a master in carpentry, the quality of what you produce should be dramatically better than when an amateur can produce. For example, a master carpenter should be able to build the same thing as an amateur, but use fewer materials in the process. Or, for instance, the skill progression coul change the requirements for certain things. eg. Beginner = -10% materials, Intermediate = -10% build time, Advanced = -20% materials, Expert = -20% build time, Master = -30% materials. So becoming a master would mean you end up with -20% build time and -30% materials to make an item. Or something along those lines. At the moment, the current skill system doesn't have any significant effect on the products other than how they look. I want to see an improvement in the overall quality of the item, and not just the visual quality. This goes for all the skills. Mastercrafted crates could have a 50% weight reduction bonus. Campfire its could have a +50% burn time. Rain catcher barrels could have increased capacity. I'm only talking about carpentry related items, but it really applies to everything. Book/Magazines/Newspaper turn into Trash when read One way to combat depression/boredom in this game is to read a book/magazine/newspaper, but when you've finished reading, the material disappears. Why? Why would it suddenly disappear? Just because you've read it doesn't mean it should disappear, right? I feel these reading materials should turn into trash, which can then be used as an ignition source to start camp fires/ovens. I've been camping many, many times in my life, and we commonly used old magzines and newspapers as firestarters (long after any of us had read them). Sledgehammers should destroy ALL wooden walls This was one of the most exciting features I had read about this game! Think about it: you're being chased by zombies, you've been chased into a room with no doors or windows. There's no way out. You have to fight your way out. At least that is until you find a sledgehammer in the room, and you use it to bust down the wall and make your grand escape! Sadly, this isn't the case. I was immensely disappointed by this. This game made me excited at the prospect of being able to knock out a wall or two of a house, to escape, or possibly even add an extension to it. But I can't even destroy fences or crates, which sucks in a really big way. In reality, if we can't use a sledgehammer to do what is claimed, then the information regarding demolition should be changed to "You can only destroy doors, windows, and what you have built yourself (except floors for some strange reason)". Cut through chain link fences and barbwire fences This is similair to the sledge hammers in that I think we should be able to cut through chain link fences and barbwire fences using a pair of sidecutters/pliers. Additionally, the barbwire fence could be cut and collected and reused in our own constructions. Ovens (wood/coal/charcoal/oil/gas/electric) and chimneys A camp fire is good and all, but it would be great to be able to build our own oven based on available materials and supplies. We could use mud and grass, bricks and mortar, or even salvaged iron and steel to make a simple wood fired oven, which could be used for an increased variety of recipes (pizza) as well as heating a house. Additionally, a chimney would need to be built to accomodate the oven. Anyone who builds a fire indoors without proper ventilation is a fool asking for death! So a chimney makes sense. It would also provide better, longer lasting heat for the house, including top floors. All at the expense of a light source, of course. Alcohol Still The still could be used to create alcohol from farmed fruit/vegetables. Different types of fruit/veg could be used to make different types of alcohol, and the different types could be used for different things. For example some types of alcohol could be used for First Aid (disinfection), some could be used for boredom, others could be used in Ovens and Lamps (next suggestion), some could be used in cooking, and others could be used for combat/malicious reasons. Oil Lamps Put simply, these are lamps that burn oil. The oil can be found throughout the map, or created via an Alcohol Still using the proper ingredients. The lamps could be suspended on a pole (for static area lighting), or they could carried in hand. This would be a sustainable alternative to the current Flashlight/battery and Campfire setup. A simple Oil Lamp could be made from Soda Can, Oil, and some tissue/rag/sheet/bandage/whatever. Video to see some samples: Starting fires We should be able to set things on fire with matches/lighter and a suitable fuel source. If I'm being chased by a horde of zombies and the only thing I have is a bottle of spirits and lighter, I should be able to lead them into a forest or a house, and then set it on fire. I want to burn a house down wihout having to shove a dead rat in the oven! My inner pyromaniac burns with disappointment! Fire should destroy grass/trees Self explanatory. Being tired should make you pass out or even die! Self explanatory. My character hasn't slept in over 4 weeks. It's game breaking. Needs to be fixed. Beds We should be able to build beds. This would coincide with a proper sleeping system (similair to Robomat's sleeping overhaul). Comfort level of where you sleep affects your the healing/recovery/recuperation process. Cutting grass Been mentioned already by others, but cutting grass is essential in my opinion. We could use it as kindling, compost, bedding, animal feed, food (yum!), or whatever. And being grass, it could grow back quite quickly Irrigation and/or drip system Based on the Drip Irrigation mod by Kyun (http://theindiestone.com/forums/index.php/topic/4763-drip-irrigation-farming-rain-collector-barrel/), in my opinion, this is another essential feature. We should be able to automate the farming process ( to a certain degree) based on a combination of farming, carpentry, intelligence and wisdom. Carry weight and Bags I don't know what the carry weight is based on, kilograms or pounds, but if it's pounds, then these characters are stupidly weak and deserve to be eaten by zombies. Even if it's kilograms, it's still ridiculous. As an ex-electrician, I used to wear a toolbelt with 10kg of tools hanging from it, as well as carrying a portable toolbox full of tools weighing over 20kg, as well additional materials (up to a further 20kgs). At the time I was not a big guy, nor was I ridiculously strong (I only weighed 67kg at the time), but for an average person, they should be able to comfortably carry half their body weight in their bags/belts/pockets. The bag system really needs to reflect this. The Australian and British SAS regularly carry a 60kg+ pack in addition to 8-12kg webbing, 4-8 litres of water, and a rifle. Some operations require them to carry over 80kg in weight! While these guys are trained to do this sort of thing, it's not unreasonable to suggest an everyday person, with a properly fitted pack, cannot comfortably carry half their weight. This is something I feel needs to be looked at in the game. I have many, many other ideas, but's now midnight, and I'm tired...
  25. Skyfire Zomboid Server Rules: 1. Do not kill players in the spawn house. 2. No Spamming or Cheating. ---------------------------------------------------------- Where are you hosted? Is the server 24/7? Skyfire Zomboid is a 24/7 dedicated server hosted on the East Coast of the United States. Unlike other servers we are not plagued with lag and rendering errors due to a lack of resources. We have everything to keep you and your friends on the server and happy! ---------------------------------------------------------- Are there wipes on this server? This server is wiped when the admins see it fit. In our perspective the server should not be wiped unless the map is almost completely looted and destroyed. We don't want to see your precious builds and progress ruined so don't worry! We won't wipe the server unless necessary. ---------------------------------------------------------- RPG Tips: - Don't kill random kids for no reason. Unless they have a reason try not to kill someone since it really isn't doing anything for you beside making you enemies. - If you enjoy killing people and stealing please try to roleplay being a thief. - None of these tips are rules so follow them as you please. ---------------------------------------------------------- IP: ---- Port: Default. Server Status: Offline for now. Should be back up shortly. Switching hosts. JOIN TODAY FOR THE BEST PROJECT ZOMBOID MULTIPLAYER EXPERIENCE!
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