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Dead State『Topic Ufficiale』Zombie rpg inside

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#121
Genocide

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ormai mi chiedo se lo vedrò prima di compiere 70 anni

#122
Penny_Bite

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Ma questo sarà anche online o solo single player? o quello sarà class 4?

edit: pardon ho confuso il gioco in questione con state of decay...

Modificata da BenjaminLinus88, 14 January 2013 - 05:44 PM.


#123
rD.Psygnosis

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Aggiornamento con un primo gameplay del combattimento :

What you’re about to see is our work-in-progress combat demo. It shouldn’t be seen as a preview of a final game, but as a milestone that shows a lot of our basic systems coming online as a playable whole. There’s still a lot to create and balance, but the basics of the game that you helped fund is taking shape. Let’s take a first look:



Couple of notes on the video :

-Everything you’re seeing is real-time, no editing tricks, no pre-scripted behavior. AI reacts to noise and zombies will spawn to the map if you make too much noise. They spawn at the blue exit zones.

-All our map pieces are built in a modular fashion. Creating pieces or structures once allows us to easily drop them down on a grid and arrange them to create a new map.

-Llano is one of the first areas, and it’s fairly forgiving. Both Vic and the player character were slightly more buff than they would be for the final game. They are using lower level equipment and have no armor on.

-Although I didn’t loot every container, collecting supplies is really important. Combat is dangerous, but sometimes unavoidable. Killing enemies doesn’t give skill points - gathering resources or meeting objectives does – but all the same it’s a good idea to stay well-equipped and alert.

-You may notice guns are noisy but powerful. It may be easier to clear out zombies with them, but you will constantly alert area zombies or summon new zombies to the map, which will chew up your ammo. Ammo is pretty scarce in our game. Enemies are dipping into their ammo on hand – if they use it up on you, they won’t have any when you loot them.

-Pathfinding is unoptimized, which will explain some slowdown in narrow areas/near doorways.

-The looter is reloading on her turn. Since there’s no animation, it might seem like she’s not doing anything, but that’s what she’s doing. You may notice it when Vic just stands there on his turn too.

-Zombie noises are placeholder. A final sound pass will happen closer to beta.

-Ally implementation is still being fine-tuned.

-Zombies have a grapple attack that is not featured here. The only attack they have in the video is their basic claw attack. They are a lot more dangerous when they have their full set of bites/takedowns, which are being fine-tuned right now.

-Loot containers are getting a visual tweak so that they can be spotted by sight alone.

-There will eventually be a musical stinger to notify you that someone can see a new enemy.

-Weapons have multiple attacks. We're still working on alt animations and effects, so we didn't show them off.

-We are working on trying out a “zombie turn” where all the zombies move at once.

One of the difficulties of filming was that because our game is so reactive to what you do, it took us quite a few runs to get everything to play to the demonstration. You can see the difference with the noise in the last segment. Had we gone in with no prior knowledge of the area, the player and Vic could have a much harder time with the map.

Please feel free to drop by our forums and join the discussion about the trailer. We would love to hear your feedback or have the team answer questions about mechanics or planned features for the next build. In a future update, we’ll be showing you the other two major components we’ve been working on – dialogue/reactivity and Shelter management. Thanks again for all your support!

#124
Genocide

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forse tra 20 anni...

#125
rD.Psygnosis

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forse tra 20 anni...


forse con un po' di pazienza... o vuoi il gioco strabuggato domani, piuttosto che aspettare fine anno - salvo causa ritardi per perfezionarlo ?! :asd:

Modificata da rD.Psygnosis, 16 March 2013 - 02:48 PM.


#126
rD.Psygnosis

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Nice ! Sarà pure Steam Works, ovviamente bisogna votarlo a nastro su Greenlight !

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Dead State is now on Steam Greenlight, which means that you can vote to see Dead State added to Steam when it is released. If you have a Steam account, all you need to do is go to the Community tab and enter the Greenlight section. The more people that vote for Dead State, the higher chance we have of getting approval to release on Steam, so don’t forget to tell your friends too.

Why would we like to be on Steam?

1. We will launch on Steam.
2. We will be able to provide Steam keys to activate Dead State on Steam to all backers who want them.
3. It's one of the largest distribution platforms and it would really help our game a lot.

Of course, we are still providing DRM-free copies for those who backed us, so don’t worry – we’re not going to force anyone to use a service exclusively.

For those who missed out on the Kickstarter but have still been following the progress of Dead State, we now have pre-orders available for our digital copies and digital deluxe copy (which is the game plus MP3s and digital “Making of Dead State” book). For more information, go to our Dead State website or click on this link for more details:

http://www.irontower...pic,3248.0.html

For our next update, we will be doing a video QA with the developers. We’ll be taking the top 10-15 questions from the community and answering them on camera. Ask us about Dead State, DoubleBear, the developers, or even our previous games, but understand that we will be most likely to answer the questions we haven’t already answered somewhere else. In other words, make your questions as clever or creative as you can.

For example, if you’ve ever wondered how an art lead manages the art team or what a producer does or how a composer gets an idea for a piece of music – these are great questions to ask. Or maybe everyone just wants to know what our favorite recipes are. We’ll find out what the community wants and give it to them next month. You can ask questions in the comments to this update or at our forums. Make them count!

#127
rD.Psygnosis

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Dead State ha passato " l'esame " su Greenlight, quindi sarà al 100% Steamworks ! E' possibile anche far richiesta della Key DRM Free al posto di quella per Steam , aggiornamento here :


Our video update is still coming at the end of the month, but I just wanted to announce that we have been Greenlit on Steam and can confirm our availability on the platform. We will still be offering DRM-free versions, but for those who want to activate on Steam, that option will now be available. Thanks again to everyone who voted for us!

Most of you have probably seen our combat video by now. This was an early build of our combat which has taught us a lot about what is working and what isn’t in the design. The biggest change that we have recently made is the following – you can now control your whole party in combat.

Immagine inserita

We did this for a few reasons, namely to eliminate the wait for the player’s turn and to cut down on the frustration the player might feel from an ally AI’s tactical decision. With party control, you can also switch to characters that have the skills you might immediately need, which comes in handy when you want your mechanically-inclined ally to lockpick a door or your medic to prioritize a certain character’s health.

However, we still want to make them feel like individuals. In the shelter, they very much have their own agenda and dialogue has a big impact on who they are. In combat situations, you will still have to worry about your squad panicking. We are adding more panic conditions, such as an ally worrying about a loved one if they are low on health. The presence of zombies or combat strain can still trigger a panic episode in most of your teammates. Having full control over allies, you can now try to reduce the likelihood of ally placement causing a panic episode. You still need to use your ally’s skills wisely and know what their weaknesses are.

Immagine inserita

We’ve got a very early build that we’re fine-tuning, but expect to see more of full-party control in the future. We think it’s very much an improvement, and for fans of Jagged Alliance or X-Com, it’s going to offer a lot of the tactical options of those games. Our build is getting new features all the time, so we will demonstrate some of the new material when we have a more polished version of the new combat features.

Also, for anyone following us that did not get a chance to back us on Kickstarter, we now have a pre-order site up for the regular version of the game and the digital deluxe version with the digital soundtrack and digital version of “The Making of Dead State”.

Remember, if you have questions for the development team for the video QA, ask them here or on our forum by Friday!

Modificata da rD.Psygnosis, 19 April 2013 - 09:38 PM.


#128
rD.Psygnosis

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Video delle Questions & Answers :

 



#129
Genocide

Genocide
  • RIP Sensei

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per?

 

faranno vedere altri filmati e faranno giocare delle demo al PAX...

 

sta entrando prepotentemente tra i giochi che ho paura di non far in tempo a giocare causa vecchiaia



#130
Flagello Sam

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Non me ne vogliate ma l'unica cosa di interessante che ha sto gioco sono le milf del team di sviluppo :sisi:



#131
Paino1975

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Come procede lo sviluppo di questo gioco? Cercavo proprio uno strategico a turni, poi il fatto che sia a tema zombesco meglio ancora! Quasi quasi.......voi cosa mi consigliate?






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