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[PC] Dead Stateil fu Zombie RPG


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#16
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4/23 Monday Design Update - First Look: Dead State GUI Design (plus more)

This week, it’s time to show off a little more of what’s going on in our game these days. Let’s take a look at the GUI… FOR THE FIRST TIME EVER!

But first, let’s examine the process of how we got there. Our GUI starts with design. Design outlines all the key features of the GUI, what’s going in which GUI, how important each feature is, what our art theme is going to be, and the layout. We then take all of that and we mockup a concept of the GUI, which is a very rough idea of what design needs before art makes its final suggestions.

The layout of your main GUI is of critical importance. A good GUI isn’t going to save a bad game, but a bad GUI can cripple a good game. The GUI needs to do the following:

-Draw attention to important information.

-Be laid out in a sensible way to allow players to jump in (*it helps if it borrows from other games in the genre for familiarity).

-Allow access to important actions and sub-menus without relying exclusively on hotkeys.

-Not be too noisy or take up too much screen real estate.

-Relay tactically sensitive information in an immediate and logical way.

-Have a consistent theme.

Once the designers finish the GUI mockup, we turn it over to art. In our pipeline, we have recently added a very talented GUI artist to work on the many different screens we have. Oscar (our lead artist) and both Annie and I have given several rounds feedback to get the GUI just right to balance design, functionality, and artistic/readability needs of the GUI. Additional testing of the GUI will tell us if we need to make any further changes.

Now let’s take a look at two of our GUIs – both are works in progress, so they may not be representative of the final look of the GUI. This is not a mockup, it exists in the game.

Here’s the main GUI:

Immagine inserita
You’ll notice a couple of things.

-Our art style for the GUIs reinforces the “scavenged materials” aspect of the game.

-The Noise Meter at the top tells you how noisy you are.

-The portraits tell you who’s with you, what their health is at, and if they have any statuses.

-Your currently equipped weapons and hot slot items (medical kit and grenade shown), remaining AP, HP, and any statuses you may have.

-A text box overlay on the left for messages.

-A list of sub-menu icons on the right (inventory, group commands, map, and main menu).

-We reduced it as much as possible to not interfere with gameplay.

Now, let’s take a look at one of our sub-menus (also a work in progress). This is the character sub-menu:

Immagine inserita

You’ll notice the following:

-Again, the GUI is made up to look like something made with available materials. Since the player starts in a school, the icons are stickers and the sub-menus are made to look like post-its.

-We’ve got HP, Max AP, and current Armor rating next to the portrait.

-Perks earned are listed under the portrait.

-Stats and Skills take up most of the space. Distributing points is demonstrated in Skills. At the 3, 6, and 10 levels of a skill (the circle), perks can be earned.

-We have an explanation of each skill, stat, and perk found on the 3X5 card below – mousing over a sticker will tell you what you need to know about that item.

-We have left some room to expand or add to certain items and additional space for the GUI to fit on widescreen or conventional monitors.

-A list of available sub-menus can be navigated at the very top of the screen. It is very easy to get to any screen in the game.
So that’s a first look at our GUI and a little bit behind the process of creating them. Let us know what you think!

And also, just because:

Immagine inserita

School’s in, Dead State fans!

Yeeeeeee. Immagine inserita

#17
Skiz

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Sembra davvero interessante, m'intriga!

#18
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Iniziato il kickstarter: http://www.kickstart...ie-survival-rpg

#19
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Superato l'obiettivo iniziale di 150mila dollari, la scalata continua:

$180,000 - The Weapon Pack <- raggiunto

$210k - New Areas (Military Base, Regional Airport, County Fair, Mall)

$240k - More Attack Animations, 2 New Allies, 2 New Shelter Upgrades.

$260k - More Character Creation Options, More Zombie Variety, Post-Release Game Modifiers

$300k - The City Area (High risk, high reward), 1 New Ally

$330k - Animals Added, Dog Allies Added

$360k - Mini-Expansion For Backers After Release (Adds military-grade weapons and zones of control)

#20
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Ottime notizie:
Dead State: The Zombie Survival RPG by DoubleBear Productions 1/13 Dead State Update — Kickstarter

#21
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#22
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E' possibile votare il titolo su Steam Greenlight: http://steamcommunit...s/?id=133292152

#23
Matthia

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Ma si sa quando potrebbe uscire il gioco? Io l'ho anche pledgiato perché un X-Com old-style sugli zombie e notevolmente ispirato a dialoghi e narrativa di Mitsoda si doveva fundare :)

#24
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Ma si sa quando potrebbe uscire il gioco? Io l'ho anche pledgiato perché un X-Com old-style sugli zombie e notevolmente ispirato a dialoghi e narrativa di Mitsoda si doveva fundare :)

Che io ricordi non c'è ancora nulla di definito.
Ma potrei sbagliarmi, quando torno da lavoro mi accerto della cosa.

#25
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Update #30 - DoubleBear in Indie Megabooth at PAX Prime  



#26
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Update: https://www.kickstar...pg/posts/734961
 

A quick update – I know everyone wants this update to say “we’re launching today” but we had to put that off for another round of testing. We’re merging in our save/load system into the build to make it easier for players to get through the many hours of the demo, which will have the side benefit of making it easier to test for the team and some of our volunteers. We’re also adding in a few other items we’ve been working on, such as time of day lighting and turn order elements to the new combat GUI. If there are no issues with save/load, we’ll do one more round of progression testing to make sure there are no other showstoppers or outstanding issues, then we’ll package the Early Access build for release and work on getting it up to Steam.
 
sunset.jpg
Sunset. Lately, we are more familiar with sunrise.
 
It won’t be too much longer of a wait (as I said last time, we were already saying early February was a possibility), and as always, we will let you know the minute we start sending codes to backers. Thanks for your continued patience.



#27
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L'ultimo update Kickstarter contiene qualche screenshots dei nuovi contenuti attualmente in sviluppo, inclusa la creazione del personaggio. 

 

https://www.kickstar...pg/posts/820816

 

While we work to finalize the next big update for Dead State’s Early Access, we want to share some screenshots of the many new buildings, props, and levels we’ve been adding to the game. You’ll most likely see at least some of this content alongside a big ol’ truckload of new systems, including character creation, in the upcoming update. Thanks for your patience while we finish polishing up the next update - we hope you’re looking forward to checking out all the improvements and new content we’ve added! 
 
Without further ado, here are some preview shots for you to enjoy. 
 
10993.jpg


#28
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Up



#29
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Qualche nuovo dettaglio su cosa possiamo aspettarci dalle nuove feature attualmente non disponibili nella versione Early Access:

 

 

Wastey: There seem to be a lot of elements that the player will have to contend with on a regular basis to keep his group happy. Food, morale, rest. Other humans. If you had to, what element would you say players should watch out for the most?

Brian: This game is all about the human threat, both internally and externally. It’s pretty easy to look at the game and write us off as another zombie game, but if you play the game, you’ll learn that the zombies really aren’t that huge of a threat, but other humans scavenging for the same resources or allies that are at each other’s throats? Yeah, they can cause problems in the shelter. Maybe even for you. You’re a group of strangers all trying to survive – you’re not questing for the sake of loot or to fight a common enemy, you are normal people thrown together by chance.

You’re not all going to be friends at the end. You will make decisions that will make other people mad. You will find other survivors and realize that if you want to eat tonight, you may have to kill people that pose no threat to you. You can’t win the game by merely killing a boss – you’ve got to play politics (even if it’s despotism), make tough decisions, and keep your people happy enough to not want to get rid of you or leave.

Wastey: Will all humans be hostile? I mean, could a player effectively work out a tentative peace between the two surviving factions so that they work together to watch each others backs (or leave each other alone), or something similar?

Brian: Not all of the other humans are hostile. Many humans are hostile while you’re out scavenging – either they kill as a rule or they’ve been ambushed so many times by other humans that they shoot on sight now. You’ll find more organized factions that might be willing to talk, but you’ll find that most people don’t trust you and only want to interact with you out of necessity. When you do find someone who wants to talk, they may be a potential ally, a potential threat, or just another person trying to get through their day without dying. You may be able to keep the peace with some of the other groups, but there are lots of individuals out in the world with no connection to an organization, and they have most likely stayed alive by preying on the weak.

Wastey: Will the player experience a day/night cycle in the game?

Brian: Yes. The game starts in the morning and ends in the evening. You go to sleep to start a new day. Night combat is an option, but it’s much harder to see and hit your enemies. Time passes while traveling or working in the shelter. Over time, allies will get fatigued, so keeping them out for too long is not advised. Every day, each ally needs food. Allies get injuries that sometimes require rest. Sometimes they get sick, sometimes they get depressed, and sometimes they just don’t want to go out. Some mornings, strangers might arrive at the gate of the shelter.

Occasionally, something at the shelter becomes such a big issue that a major decision must be made, such as figuring out a policy to handle low morale in the shelter. Every day brings new challenges in Dead State. If you’ve played the first 7 Days, that’s the tutorial week, and the easiest week you will have in the game.

Wastey: Loot and items, it’s assumed, will be finite resources, correct? Will players be able to do anything to alleviate that concern? i.e. Growing their own food, using more natural resources and so on.

Brian: Yes, constructing upgrades to the shelter can offset morale and food loss. You can build a garden and grow food. You can build a watchtower and assign allies to guard the shelter, which makes people feel safer. You can upgrade your car to use less fuel. You can look for wild sources of food or fish. There’s a whole lot of ways to boost your supplies aside from scavenging, but it’s impossible to get by without having to occasionally brave a hostile area, because that’s the easiest way to get the resources you need. You won’t be able to just hunker down in the shelter 100% – you’re just delaying the inevitable really bad day out in the field.

Wastey: Now, will the game have a defined narrative (beginning, middle, end), or a continuous flow of survival until the inevitable end?

Brian: There’s definitely story beats spread throughout the months in the shelter, but we’re more open in structure like the original Fallout. Most people have only played the first week so far, which is a tutorial week and is much more linear than the final game so that we can teach the player the basics of running the shelter and scavenging.

Much of the game depends on the allies you have, the people you meet, how many supplies you have, and what decisions you make. There are some events that everyone will have to face, some that will only occur as a result of your choices, and then there are some that are random and may happen at different times to each player. The best thing to do in our game is to carefully monitor your allies and supplies, explore as much as possible, and be sure not to piss off your subleaders too much.





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