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Scavenge. Build. Fight. Survive. Introducing ROAM, an online co-op action game set in a procedurally generated world.
Scavenge. Build. Fight. Survive. Introducing ROAM, an online co-op action game set in a procedurally generated world.
Scavenge. Build. Fight. Survive. Introducing ROAM, an online co-op action game set in a procedurally generated world.
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3,526 backers pledged $102,518 to help bring this project to life.

ROAM - Video update #3 - Base building


Hey everyone. The base building mechanics are nearly complete and I am here to show you how it will work. Check it out!

Dean, Jonathan Fine, and 30 more people like this update.


    1. Missing avatar

      Lewis on February 25, 2014

      Good job man!

    2. ROAM Creator on February 5, 2014

      Lots of good ideas here, don't be surprised if you see most implemented

    3. Garrett Fitzgerald on February 5, 2014

      Looks great! Quick questions: will it be possible to ghost multiple build projects (provided we have the resources on hand) so that we can test a layout before finalizing the build? Also will deconstruction yield resources and will the % of resources recovered be based on skill level and/or the condition of the structure? Thanks.

    4. Pedasn on February 5, 2014

      geiler scheiß!!! :)

    5. Missing avatar

      ddbelyea on February 5, 2014

      This looks really great. I'm glad you went with the RTS style building rather than something more minecraft. Also looks like it will make it very easy to build as a team. Might be nice to add a base planner or something like that, where you can zoom further out and place suggestions on where to place things (without taking resources), just as a way to let everyone/yourself know what the overall plan for the base will be. Could be a different color of ghost structure, or even just markings on the ground (like as though your character had drawn lines in the dirt), this could even be something that requires a certain high level of build stat, in order for your character to essentially be at the level of a general contractor.

    6. Pierre-Luc Ayotte on February 5, 2014

      You said if we have any idea,

      i think you should have a visual information that you can/can't build something before selecting it from your menu.

      Like, resources on the blueprint are in red, or 50% opacity, or something like that :)

      Keep your good work!! :)

    7. Jordan Zammit on February 5, 2014

      This looks really good and fluid already! What I would like to know is (as seen in some prototype screenshots) are there going to be planks/ladders to build that can help you cross gaps and climb walls respectively? Also is the world going to have a height limit to it? It could be really cool to have a base on top of a skyscraper or two! :)

    8. Missing avatar

      TheDeathMind on February 4, 2014

      Looking good! I think it would be nice if there was something that showed how many resources you were carrying. Maybe only when you're building something it would be displayed? Also, what about having a button that toggles whether or not you want to deconstruct something. Like, you click the button and then click the building you want to deconstruct, which turns red or something. Then you know you're only going to deconstruct the ones you want. Like I said before, looking good! Can't wait to get my hands on it!

    9. Missing avatar

      Tim Julkowski on February 4, 2014

      This is very cool! I really like the ghost image prior to deployment and the blueprint management is slick. I agree with Patrick regarding the shift+click suggestion to short-cut the dragging where possible (to the next open slot, whatever). Great idea to allow deconstruction (vs. destruction) of base pieces and collecting blueprints through reverse-engineering them (with the right tools?). Bring more resources next time! :)

    10. TheMightyBear on February 4, 2014

      Couple things. First off. This is fast becoming one of my favourite projects I backed so far. Great work guys, keep up the good work and thanks for the nice updates. Second. Will there eventually come a point where you can become self sustaining? For example solar panels farming ect. Will there be things like ammo manufacture? Finally love the atmosphere you've set up. something about it just feels right for a zombie apocalypse.

    11. ROAM Creator on February 4, 2014

      Forgot to mention - Players will have a base set of blueprints, the extra blueprints come from deconstructing other structures or upgrading your own structures and learning how a structure was built

    12. Missing avatar

      Hello World on February 4, 2014

      Looks great so far but if its not already in the works, an encumbrance system would be kind of nice, as it would make it necessary to actually make an area safe before going in and taking all the heavy/large stuff, making it more meaningful and difficult to scavenge for base building than general survival.

    13. ROAM Creator on February 4, 2014

      @ Patrick - For sure, after making the video I wrote in my to-do list to add that feature

    14. Missing avatar

      Patrick Hellman on February 4, 2014

      In the same way that you will be able to quickly clear your hotbar, would it be possible to quickly add items there - rather than drag and drop? Maybe by double clicking or shift-clicking?

    15. Jonathan Caputo on February 4, 2014

      So gorgeous!! Keep up the good work, I'm sure all of us can't wait! :)