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A turn-based RPG with branching dialogue, shelter management, and survival mechanics set in the zombie apocalypse.
A turn-based RPG with branching dialogue, shelter management, and survival mechanics set in the zombie apocalypse.
10,096 backers pledged $332,635 to help bring this project to life.

October Update

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As we end October, we close out on one of our most productive months yet. Most of our work this month moved us closer to both getting our game to Beta complete and polishing many of the game’s designs for the enhanced Demo that will be available to backers and pre-order customers in the near future (for the record, the demo will be an extended and more advanced version of the PAX demo). But before we can meet either milestone, levels need to be created, more dialogues need to be scripted/polished, and several GUIs and additional combat features need to be hooked up.

Always be sure to swap insurance information.
Always be sure to swap insurance information.

Speaking of levels, we’ve been putting a lot of effort into level creation on the design and art side. Our art team has been busy creating more pre-fab building sets and have created many new models and building types for us to use in level creation. On the design side, we’ve finished up over ten new medium to large levels and are continually speeding up the time it takes to put together new content. There will be plenty of places for your group to loot by the time we release. Take a look at some of the screenshots in the update for a look at some of the new levels. 

A community that really hates trick-or-treaters.
A community that really hates trick-or-treaters.

Programming finished up a dialogue scheduling tool that allows design to fire dialogues from a master event file – basically a file that tracks every possible event and tells the game when to fire dialogues based on conditions and time passed. The file also automates much of the cutscene/music/transition process as dialogues trigger in the player’s shelter. We’ve started fully implementing many of the allies in the shelter and revising their dialogues, including how your decisions affect their mood. It’s a lot to track and set up, but the master event file allows to track all the many interactions and adjust timing of events as needed. The first few allies going in are the starter allies (the allies you begin the game with), followed by some of the new allies you’ll meet in the extended demo and full game. As I’m hooking these up, I’m reminded of just how much dialogue we have in the game and it is a lot – I expect by the time we get to the polish/tester feedback stage, we can expect some ally content to grow by 10-20% as people request more options or interaction with them. 

Rain is the least of your worries while camping in Dead State.
Rain is the least of your worries while camping in Dead State.

Programming is also wrapping up work on a few other features such as the shelter inventory, party trading interface, thrown weapons, and enhanced pathfinding, including zombie group movement. Many of these features address usability issues that were brought up in the PAX demo. We’ve also implemented a more user-friendly smart cursor that allows scrolling through available options for doors, allies, and enemies with the right cursor. You can now select special attacks within an easily accessible combat menu when attacking an enemy (it makes combat so, so much better). We’ll also be cleaning up the combat GUI to make it easier to read and access the most commonly used options. 

I think I saw an otter!
I think I saw an otter!

The next step for us is hammering on the content that will be featured in the demo and improving anything that won’t reflect the final quality of the game. Much of the work we’re doing now also folds into the Beta version, and indeed some of the work for November will be getting certain elements of the game up to Beta standards (like dialogue scripting and the Area Map Survival/random event functionality). To wrap up, I’d say we’re making good progress and even in a pre-Beta stage the game feels pretty good and very on target for what we promised for the Kickstarter. We can’t wait to get the demo out there for you. In the meantime, you can always reach us on the message boards. Also look for more frequent Radio posts (a new one went up this week). It's getting to be a very exciting time of development, so expect lots of new info in the next two months.

I don't think it was much different here pre-apocalypse.
I don't think it was much different here pre-apocalypse.
The obvious one is "Clean up on Aisle 12" but that would be lame.
The obvious one is "Clean up on Aisle 12" but that would be lame.
Selroy, Stephen "Stoibs" D, and 53 more people like this update.

Comments

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    1. DoubleBear Productions Creator on November 11, 2013

      @Jonathan - We won't be at PAX East this year, but we are releasing an extended demo to backers at some point in the near future. We'll have more info on it in the next update.

    2. Missing avatar

      Jonathan Glorioso on November 11, 2013

      Looking good. Any chance of you guys making it to PAX east? It would be awesome if you could but I understand if is not possible. Would love to try the demo.

    3. Adam Bell
      Superbacker
      on November 1, 2013

      i like the overall look... but the light source is too close if it is rendered... if it is hand drawn... oops? The shadows do not line up.

      Now when I am playing I probably won't notice, but looking at screen shots where the man is next to the cart, you can see the shadows are not parallel as expected.

      Despite that, I think it looks nice.

    4. Missing avatar

      Phil on November 1, 2013

      @Adam Joyce
      It is a zombie sun through zombie clouds on zombie grass. What do you expect?

    5. Missing avatar

      Adam Joyce on October 30, 2013

      I hope when the game comes out it looks less... uniform. The lighting in every shot is the same tone, that looks like sunset in September. In a game I expect to play a lot, i hope there is more variety.

    6. Sebastien Plante on October 29, 2013

      Slowly, but atleast it's updating! :)

    7. Missing avatar

      RoC1909 on October 29, 2013

      Am I bummed because the game has slipped it's release date? Of course. But at least the guys seem to be hard at work on it and it looks like it will be a hell of a game.

    8. Daniel M
      Superbacker
      on October 29, 2013

      @Rand Chua They pushed back the release until Q1 2014 an update or two ago. Hopefully the beta demo will come out in December.

    9. Devon Mullane on October 29, 2013

      I'm glad you guys had a believable timeline and it's great to see everything coming together to reflect the proposed vision. Really looking forwards to this.

    10. Missing avatar

      onyxhammer on October 29, 2013

      I'm pumped. Roll on December Demo release.

    11. Orkze on October 29, 2013

      What I really dislike on those shots is that every asset seems to be aligned to the grid. I see how this makes sense for big bulky movement/sight blocker objects that fill up one or more whole tiles or in human architecture.
      But the orientation of sleeping bags for example (I assume they do nothing relevant), chairs, etc. could be a little more chaotic.
      In older screenshots this is already done (shopping carts, cars, chairs etc.) and this breaks up the usual perfect aligned tile-based look quite good.

    12. Rand Chua TL on October 29, 2013

      Is hopping for an Estimated delivery: Dec 2013 too much?

    13. Missing avatar

      Wayne Stewart on October 29, 2013

      Getting really exciting! When will it be out? Still on track for early next year?

    14. Missing avatar

      Caidoz on October 29, 2013

      Nice update, the level designs are looking fantastic