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Форум » Разное » Курилка » Indy games (Оригинальные игры от сторонних разработчиков.)
Indy games
scalpДата: Четверг, 23.06.2011, 09:03 | Сообщение # 1

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Пока находясь по служебным делам в маленьком городке в Онтарио, и не имея возможности делать ходы в текущих играх, я открыл для себя пару довольно таки забавных вещиц, которыми спешу поделиться с камрадами, и за которыми коротал вечера на этой неделе.

Первая и самая мне понравившаяся - Project Zomboid. Игра находится на стадии альфа - версии в данный момент, в открытом доступе. Сабж здесь - http://projectzomboid.com/blog/
Если вы любите игры или фильмы про зомби, и жизнь людей оказавшихся в таких обстоятельствах - рекомендую ознакомиться ( я лично очень люблю: 28 дней спустя и фильмы Ромеро, у меня всегда в списке любимых:). Сюжет обычный, герой остается в городе наполненном до краев зомби и пытается выжить. Фишка в том, что выжить вам НЕ УДАСТСЯ, это главный прикол, но ваша собственная история и есть цель игры. Мне лично удалось продержаться одному порядка 2 месяцев, после чего я был укушен зомби пробравшимся в мою крепость. В игре куча приятных мелочей, даже в альфа версии - конструктор предметов, уровени страха, разное оружие, сбор еды по пустым домам, чувство голода, усталости, возможность заколотить окна дома и двери и тд и тп. Обещают добавить случайных других выживших npc и увеличить карту. Короче игра вещь, в проекте самый лучший симулятор жизни в городе пораженном инфекцией. Рекомендую попробовать!

Вторая игра, уже довольно известна в узких кругах. Графика уровня денди, содержание такого нет нигде. Dwarf Fortress - http://www.bay12games.com/dwarves/

Игра которая делается уже 10 лет. Без серьезного знания инглиша или хотя бы словарика в руках лучше не соваться. Симулятор строительства крепости гномов. Тысячи параметров мира, предметов, персонажей. Если разобраться, иметь какую никакую фантазию, то это затягивает на долго. Целый мир в котором рандомно пишется история до появления игрока и вместе с ним, около 200 типов скальных пород и минералов, куча сооружений, мастерских и тп и тд. Куча атрибутов у персонажей, так стрела может поразить какой либо внутренний орган, удар оставить шрам на персонаже и тд и тр. Короче если есть поклонники игр-песочниц, эта самая большая и мудреная на данный момент. И да! можно грабить корованы!!!

Если вам есть чем поделиться в данном разделе, буду рад посмотреть, тк сам с удивлением открыл для себя целую область неизвестных и неизведанных игр.


Считает враг: морально мы слабы, -
За ним и лес, и города сожжены.
Вы лучше лес рубите на гробы -
В прорыв идут штрафные батальоны


Сообщение отредактировал scalp - Четверг, 23.06.2011, 09:06
 
PuschkinasДата: Четверг, 23.06.2011, 12:31 | Сообщение # 2

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Вот классная игрушка про первую мировую

Первая мировая


желающие сыграть в Close Combat или MMU. пишите. скайп puschkinas88
 
tredicelliДата: Четверг, 23.06.2011, 13:42 | Сообщение # 3

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О, оказывается не только я тут являюсь маньяком-дварфоводом! biggrin

Про "зомбоид" не знал, надо попробовать погонять...

Puschkinas, есть ещё продолжение этой игры про Вторую мировую


Топики - это не только ценный флуд, но и 3-4 килобайта полезной, легкоусваЯемой информации.

Все утверждения автора этого поста подтверждаются пруфлинком

 
scalpДата: Четверг, 23.06.2011, 23:28 | Сообщение # 4

Leutnant



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Йа, йа игра невероятно затягивает, сядешь на полчасика и уже полдня незаметно может пройти...

Считает враг: морально мы слабы, -
За ним и лес, и города сожжены.
Вы лучше лес рубите на гробы -
В прорыв идут штрафные батальоны
 
PuschkinasДата: Пятница, 24.06.2011, 00:21 | Сообщение # 5

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вторая мировая тоже классная =). зомбиленд маленький какой-то оказался или там что-то типо раундом, я просто английский не знаю

желающие сыграть в Close Combat или MMU. пишите. скайп puschkinas88
 
scalpДата: Пятница, 24.06.2011, 00:55 | Сообщение # 6

Leutnant



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В смысле маленький?

Считает враг: морально мы слабы, -
За ним и лес, и города сожжены.
Вы лучше лес рубите на гробы -
В прорыв идут штрафные батальоны
 
PuschkinasДата: Пятница, 24.06.2011, 11:43 | Сообщение # 7

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Ну в плане размера песочницы, это городок окружён лесов за который нельзя выходить. а внутри всё довольно быстро обжаривается.

желающие сыграть в Close Combat или MMU. пишите. скайп puschkinas88
 
scalpДата: Суббота, 25.06.2011, 10:48 | Сообщение # 8

Leutnant



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Quote (Puschkinas)
Ну в плане размера песочницы, это городок окружён лесов за который нельзя выходить. а внутри всё довольно быстро обжаривается.

Ну вообще то конечно смысл не в том, чтобы побыстрее все собрать и быть довольным. Важнее протянуть, как можно дольше в замкнутом враждебном пространстве. Если вы протянете месяц например, то потом отрубается электричество и становится не доступна еда из холодильников, будут только банки, да чипсы, что меняет стиль игры, и заставляет игрока перерывать округу в поисках съестного. Да! и не стоит забывать, что это только вообще альфа версия для ознакомления и отлова багов, даже не бета и даже тем более не демо, и далеко совсем не готовый продукт. В планах бОльшие размеры карты и разные локации, куча всяких новых фич, предметов, проработанное поведение зомби, МУЛЬТИПЛЕЕР (вах!!!) и тд тп. Так что я надеюсь получить качественный продукт, по настоящему стоящую игру. Кстати можно поддержать разрабов и купить уже сейчас, игра стоит всего то 7$ только, я кстати так и сделал, так что спокойно жду релиза.


Считает враг: морально мы слабы, -
За ним и лес, и города сожжены.
Вы лучше лес рубите на гробы -
В прорыв идут штрафные батальоны
 
scalpДата: Среда, 06.07.2011, 04:27 | Сообщение # 9

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разработчики выложили фичи обещанные к релизу и те которые не будут включены в игру, можно позыркать, что планы для игры за 5 фунтов у них грандиозные:
Location:

Sewers planned.
Lemmy101 wrote:
Sewers is definitely planned for an alternate way to travel

Gun store planned.
Lemmy101 wrote:
Gun store, we have a plan for this.

Building your own fortress planned.
Lemmy101 wrote:
Ultimately, one day, we would have carpenter / builder skills and it would be feasible to build an entire fortress from the ground up.

Random maps as alternative to base game possibly planned.
Lemmy101 wrote:
We concede that to keep things interesting we may one day implement random maps. That would be an 'alternative' to the proper way of playing on the pre-generated map though.
And yes, masses of the game will be randomized, so when all the stuff is in you'll never get remotely the same game twice.

Confirmed as possibility
Mashpotato wrote:
I think random maps are a possibility, but our plans are focused on a persistent map with random elements.

Malls and more planned.
CaptainBinky wrote:
The initial version will feature a suburban setting, yes, but as we update the map will expand to include the neighbouring city, countryside, rural farms, etc etc, until we reach coast. So there will be malls and all sorts eventually, although it'd probably be a fair old trek to get there.

Balconies off second floor planned.
CaptainBinky wrote:
Yes, this is already possible in the current build - albeit the required graphics aren't done yet

NPCs:

Dogs planned.
Lemmy101 wrote:
Dogs are certainly planned in a future release.

Dog Zombies cancelled.
Original Quote
Mashpotato wrote:
I'm fairly sure that zombie animals are no-go.

Companions planned.
Lemmy101 wrote:
It should be completely possible to play a character with a wife/husband/boyfriend/girlfriend starting as a companion too...

Feral animals planned.
Lemmy101 wrote:
We're certainly going to have feral animals at some stage. Since that interview we've rethought this through, and we're on the fence now about 'zombie animals'. We kinda like it but then it's dangerously close to breaking the connection to zombie lore we and a lot of others who like the game are particular fans of.

Future for Baldspot and Kate planned.
Lemmy101 wrote:
We've got a lot more planned for Baldspot and Kate, don't worry.

NPC relationships planned.
CaptainBinky wrote:
Oh yes, NPCs will have relationships with other NPCs - this is how the group dynamic will work. You team up with other survivors, one has a really useful skill but doesn't get on with another person who is very popular but a bit useless... what do you do? Ditch the useless one? Ditch the useful one? Try and keep them both happy?

This stuff is all planned for further into development, of course, but it will be a key part to the game.

NPC infection planned.

CaptainBinky wrote:
Yes, NPCs can get infected and their zombie sprite will inherit its costume and general look from its human look. In other words, it will hopefully be possible to identify a zombie visually as your mate Fred. We will probably also put some sort of tooltip on-screen somewhere when you mouse over a zombie who you met as a human

Items:

Weapon degradation planned.
Lemmy101 wrote:
Ultimately yes, we don't want someone using the same weapon indefinitely as we need as many reasons as possible to keep the players salvaging. That said we'll make them seem reasonably realistic in their durability. A baseball bat will probably survive a lot of zombie heads. Using it to break up furniture for firewood or barricades, however, would likely diminish them faster.

Generators planned.
Lemmy101 wrote:
Yup generators are definitely planned. Also they will make lots of NOISE!

Curtains planned.
Lemmy101 wrote:
We're already looking into curtains, not sure if they'll make the demo though. Blankets would be a good addition to this.

Chainsaw planned.
Lemmy101 wrote:
It'll go in at some point, for sure. Warning though: A chainsaw will be an absolutely dreadful weapon in Project Zomboid.

Armor planned.
Lemmy101 wrote:
armor: ultimately yes, definitely

Ability to drop items planned.
Lemmy101 wrote:
We'll add dropping items it just has a few consequences that need solutions. e.g. you drop an item behind a counter / chair. How do you pick it back up?
We need to figure some stuff out before we can add this.

Bags planned.
Lemmy101 wrote:
To let you all know, we absolutely love this idea and are definitely putting it in at some stage.

Plank bridges planned.
Lemmy101 wrote:
I particularly like the plank bridges over buildings and that's something we def would like to get in!

Whisky cures all implemented.
Lemmy101 wrote:
Whiskey counts as an anti-depressant, anti-panic and sleeping tablet all at once. We'll probably balance it better in future.

Pills implemented.
Lemmy101 wrote:
Anti depressants treat anxiety too. Difference is they do so less effectively / for less time, and will also fight depression once that's in.

Different strength meds/booze planned.
CaptainBinky wrote:
The pills / alcohol pain effects still need a lot of tweaking - we do intend to have different strengths of medication / alcohol in the future where the one in there currently would represent a pretty weak painkiller.

Car batteries planned.
Nickenstein wrote:
Oh, there will be the large 12v car batteries, obviously. We were just talking about little ones.

Traps planned.
Nickenstein wrote:
We've had lots of ideas for traps and remotely triggered alarms/lights/explosives to distract the horde from your safe-house. One such idea was to find an RC-toy-car (in a department store/toyshop) that you could then use in the crafting system, to attach a torch/audio-speaker/home-made-bomb to. So it could be used to divert the horde or blow them to bits.

(When we add more crafting, you could even attach a petrol can to it, and drive a ring of petrol around the horde to trap them in a ring of fire. Or even create a kind of fire-moat around your safe-house for a while.)

Pills implemented.
Lemmy101 wrote:
I'm sure a cricket bat will feature, fear not.

PCs:

Skills planned.
Lemmy101 wrote:
Yeah we're definitely going to tie skills to things like crafting. There'll be plenty of skills. And the library and other NPCs are definitely the places to learn these skills. Also the availability of the parts to craft will affect how early on you could make them too.

Link 2
Lemmy101 wrote:
The way we're looking to do it is eventually having a ton of skills / perks that can be picked up. They go from level 0 to level 5 and you need to get the skill / perk by talking to someone or doing some prerequisite, at which point it will become level 0. Effectively you're unskilled at it and useless, but are on the path.

Link 3
Lemmy101 wrote:
The system is done but we've yet to do UI and specific effects using the system. We'll be getting that stuff in soonish, I hope.

Perks planned.
Lemmy101 wrote:
We will, post demo, have 'perks' which are like skills but instead of improved upon 'level up' will be unlocked via achievement style criteria. So 'running around with 95% full inventory for 5000 paces' may give you a perk relating to endurance or inventory capacity, to simulate you getting fitter from all the running / weight carrying. These will be kinda like achievements, albeit only affecting the current game.

Game Mechanics:

Farming planned.
Lemmy101 wrote:
also farming is very much a planned feature of the game, so it is possible to become self sufficient and feed yourself.

Windows fully destructible planned.
Lemmy101 wrote:
yeah doors / windows fully destructible. Though windows aren't used at the moment due to crawling anims required and such.

Illness/Disease other than zombification planned.
Lemmy101 wrote:
Yeah illness is going to be quite an important feature in later versions. Characters will get ill if they eat certain uncooked foods, or foods that have gone off, will catch diseases off other ill characters or if they are around rotting corpses, may get infections for wounds if they are not cleaned and bandaged, or people may just get ill naturally (usually at the discretion of the Sadist AI Director to force the group to have to obtain medical supplies if they've been safe for too long) and that's all without considering the zombie infection itself.

Barricade with furniture planned.
Lemmy101 wrote:
You can push heavy objects against doors to artificially raise their health. You can also nail wood to the doors, which is like armour that must be depleted before damage to the door occurs.

Link 2.
CaptainBinky wrote:
Eventually, nearly all objects (those not plumbed in, etc) will be draggable to use as barricades - although some might need more than one person to shift it. Beds will be able to be slept in (and like in The Sims, better beds will give you a better night's sleep), and chairs sat in. Sitting in chairs would probably restore your stamina quicker than just standing around.

Dragging a bed which has someone sleeping in it... well there's no reason why such a thing shouldn't be possible - in all likelihood they would wake up during this unless they're sedated/ill/etc. But it would be a bit naff if you were in a bedroom, zombies were pounding on the door, and the game wouldn't let you drag the bed to use as a barricade just because someone was asleep in it.

Unarmed Combat planned.
Lemmy101 wrote:
I dare say we'll make it possible, and certainly kicking rather than punching would be more effective (if only at pushing the zombies back) After all we did say 'drop kick a zombie' as a feature, so we have to live up to that

Random content, fixed map planned.
Lemmy101 wrote:
The entire contents of this fixed world will be randomly generated though, as well as your start position, so will still try to be as replayable as possible. After all a game like this relies on replyability. Also random maps (as an alternate option) is something we may look to adding in the future.

Up to 16 story buildings possibly planned.
Lemmy101 wrote:
The engine is currently set to support 16 floors. However in practice it may be difficult since they would block off a lot of the map, we'll have to see how it goes.

Amputation possibly planned.
Lemmy101 wrote:
We've talked about amputation as a possible quick cure if you've ONLY just been bit. Issue with it, as always, is sprites and animations. It's definitely something we've considered though and may revisit one day.

Link 2
Lemmy101 wrote:
re: amputation, obviously in the short term I can imagine us introducing it and requiring some imagination from the player, as you say having sprites with missing legs and crutches would be massively expensive in art assets. A player who can only walk with a crutch and moves slower, however, and 'technically he hasn't got a leg but obv we don't show that' is more doable.

In the long term visibly missing limbs is obviously preferable though.
Arms are significantly more doable though since they don't affect walk / run animations beyond the limb not being drawn.

Lower risk of NPC friendly fire planned.
Lemmy101 wrote:
NPC friendly fire is something we may have to 'influence' in a lot of cases with the (not so in this case) Sadist Zombie Movie Director. I can't imagine it'd be a great deal of fun just to be accidently shot in the back of the head after investing hours playing. Dead in an instant without any warning. So we may have to 'tweak' fate to make such shots generally non-fatal. It's all about a balance between realism and fun.

Water possibly planned.
Lemmy101 wrote:
Problem is while water is an important survival aspect, and we obviously feel it seems we should, it's also in some respects repetition of hunger and having to eat. There is the concern than with eating and drinking it may become too much and become annoying to play. That said in a game striving for a more realistic view of the apocalypse, it seems silly not to have it, so I suspect we'll put it in but we need to consider the design of it to avoid frustration. At the moment though hunger is the only need, if only because we've not implemented taps yet.

Only tired to sleep implemented.
Lemmy101 wrote:
you can only sleep when you're tired.

Infection chance for scratches and bites implemented.
Lemmy101 wrote:
scratches will eventually only have a smaller chance of infection as we want people to wonder and worry when they get scratched. Bites 100% though.

Link 2
Lemmy101 wrote:
Thing is there's no noticeable distinction in between being ill because of being ill normally and being ill because of zombie infection.
So when it's possible to get ill normally, if you have a scratch and get queasy, you don't know if you're infected or if you're just coming down with the flu. Tense few days! Especially since your companions won't know either!

Exhaustion, but not from walking implemented.
Lemmy101 wrote:
Walking doesn't cause exhaustion at all. not unless you're encumbered. If you're holding shift and are exhausted then you'll still be 'pushing yourself' to go faster, and in these cases it will keep you exhausted.

Sneaking implemented.
Lemmy101 wrote:
Holding ctrl sneaks as well as aims. Sneaking is essentially moving slower. Lower chance of being spotted and less noise.

Save function planned.
Lemmy101 wrote:
Nope sorry, not yet . This will be a priority, adding this though. And it's only save on quit, or autosaves, not quick save / reload.

Dead body interaction planned.
Lemmy101 wrote:
Dead bodies will definitely be interactive. They will start (or continue) to rot and will make anyone in the vicinity at risk of infection, as well as the smell and flies destroying morale, so you'll have to decide to bury them or burn them if you want to stick around. Burning will obviously attract other zombies to the area though at night.

No cure implemented/planned.
Lemmy101 wrote:
There will never be a cure unless someone does it in a mod.

Difference in quality of sleep between beds/chairs planned.
Lemmy101 wrote:
Eventually they will differ.

Passing out planned.
Lemmy101 wrote:
*ahem* may not be implemented yet. ;D

Migrating zombies planned.
Lemmy101 wrote:
We're going to do a cell migration system. So at the start of the game the majority of zombies are in the inner city and will slowly migrate outward. Car alarms and such would bring in additional zombies from neighbouring cells, so you could go to a different map cell and draw a ton of zombies there to reduce numbers near your safehouse, in theory.

Link 2.
CaptainBinky wrote:
Each region of the map will have a zombie population defined by the size of human population that would have lived there - countryside less than inner city, etc. Also, zombies will be able to migrate from region to region as well as "immigrate" from a region outside of the play areas - they won't just "spawn" in random locations.

Inventory changes planned.
CaptainBinky wrote:
Things to come with the inventory system:

* Lock/Unlock buttons so that once out, it can stay out until you unlock it.
* Multiple columns / ability to drag the panel out further to the right
* Buttons to filter the inventory by weapons / food / health / etc.

Link 2
CaptainBinky wrote:
The inventory panel needs the ability to be "pulled out" further, so that you've got multiple columns to work with, and another thing we discussed but haven't put in yet is the ability to filter the inventory by object type.

Aiming implemented.
CaptainBinky wrote:
It should also be noted that you can aim any direction, just that only the 8 compass directions are reflected in the sprite. So aim where you want to fire / attack, and that's where you're attacking even if the sprite direction doesn't quite match.

Full body damage planned.
CaptainBinky wrote:
At the moment, there's no damage to individual zombie body parts - it's assumed you're always aiming for the head. However, we will have a full body damage system for the humans, so it is something that could be applied to zombies in the future.

Cauterizing wounds planned.
Nickenstein wrote:
Thought of, designed & planned how it will work many, many moons ago. ;D

No toilet use required planned.
Mashpotato wrote:
As of now, having to use toilets are a no-go (ironically! )

Actions taking time planned.
Lemmy101 wrote:
Yes very much so. Barricading for example will take time, and the construction worker will take 50% of that time.

General:

Community dialogue possibly planned.
Lemmy101 wrote:
Yeah I think there's definitely room for some community dialogue in the game. But also we've actually got someone tentatively on board who we know who's awesome and has some great (if not strictly fiction) writing credentials. It's not definite yet but he's definitely shown interest.

Language translations planned.
Lemmy101 wrote:
at some point we'll be implementing language files that will be translatable. Translating would be something down to the community though, at least until we've got enough money to justify pay for translation services. ;D

Sadist Zombie Movie Director planned.
Lemmy101 wrote:
We're implementing a 'Sadist Zombie Movie Director' who will quietly govern events to:

a) be exciting. Keeping interesting stuff happening and avoiding the player being holed up bored for long.

b) be fair. If a raider sneakers into your safehouse, and tries to shoot you in the back with a pistol out the blue, then the director will step in and make the bullet miss, or be a leg shot, or something. It'll tweak the rules to avoid unnecessary death the player can't avoid that would be too frustrating. Same with infection and other things.

That all said, the game will be hard, and it's all about 'how long you can survive' and if you make a mistake or get surrounded, then you deserve to die. It's not going to be too punishing, but it will be punishing.

Profanity filter planned.
Lemmy101 wrote:
Profanity filter: This is already implemented, we've just yet to provide functionality to turn it on. We'll work on an options menu at some point soon.

Zombie attack animations planned.
Lemmy101 wrote:
Zombie Attack Animations: That's gonna be added before the big NPC update.

Sneaking animations planned.
Lemmy101 wrote:
For sure will be a while though.

No special zombies implemented/planned.
Lemmy101 wrote:
I'm afraid to tell you this will never happen. The game is strictly Romero / Max Brooks inspired zombie lore, and as much as we enjoyed Left4Dead having any 'special' zombies would go firmly against the idea of the game.

Use of Joypad planned/implemented.
Lemmy101 wrote:
Movement / combat / door / container opening is already in there for joypad support. AFAIK providing it wasn't broken in the last build (we need a test plan for new versions). Just press the A button to activate it.

Unconfigurable at the moment, but was designed around an XBox 360 Controller for Windows.

No voiceover implemented/planned.
Lemmy101 wrote:
Thanks for the offer but I'm afraid this is never going to happen for the reasons Binky mentions here that we all passionately believe:

In-game console planned.
Lemmy101 wrote:
We're working on an in-game console so will hopefully be able to provide commands to check stuff like body counts and things. Eventually adding enough commands in that you could, for e.g. purge all dead bodies from the map etc should that be the cause. At this point we should be able to sort these kinds of issues out once we know where they stem from.

Casual mode possibly planned.
CaptainBinky wrote:
We've discussed the possibility of doing a "casual" mode in the future before (or "wimp" mode, if you prefer ). So it's definitely *possible* that we'll add this at some point.

Link 2.
CaptainBinky wrote:
We really want to implement a sort of "true survival" mode where you can either only save when you quit, or it saves automatically frequently. However, since this might be a bit much for everybody, we'll also implement a "lite" version where you're free to save and load as you like.

Multiplayer planned.
CaptainBinky wrote:
The first version of multiplayer we implement will be a small 4-8 player type scenario. So it won't be a world filled with random people off the net, but a few of your good mates.

No zombies eating babies implemented/planned.
CaptainBinky wrote:
Literally the only place we don't want to go is zombies eating babies/children.

Vehicles possibly planned.
CaptainBinky wrote:
Yeah, vehicles are something on the list to look into at some undetermined point in the future. Once the world size is large enough to justify them, then we will look into putting them in.

Key remapping planned.
CaptainBinky wrote:
Wilco. Perhaps not in the first build but will definitely be added along the way. One of our test machines is a laptop, so we need to make sure that out of the box "standard" controls work fine on them.

Downloadable version planned.
CaptainBinky wrote:
People who have bought the game (or done the pre-order £5 or above thingy) will be able to get a downloadable version, yes

Modding support planned.
CaptainBinky wrote:
Modding support is something to look into in the future - we agree it would be fabulous, but we can't really afford the additional development time for it right now. Once we've got a few updates under our belts, and if it seems like a sensible and popular feature to work on, then we'll definitely look into it.

Narrative summaries/Scoreboards planned.
Nickenstein wrote:
To that end - On-line scoreboards of who "lived longest"/"Died the most honourable/selfless death" etc... are all planned features. But also we intend to add systems to catalogue your actions in the game, and then summarises them in a neat narrative fashion when you do finally pop your clogs.

Allowing people to present and share their stories, and foster further discussion on new survival strategies.

No portable device port planned.
Mashpotato wrote:
Yes, there are curently no plans to port this to portable devices.

Desura (paypal) planned.
lemmy101 wrote:
We're coming to Desura soon, so any PC owners will be able to pay by PayPal then.

No meters planned.
lemmy101 wrote:
we're pretty opposed to the idea of a meter, unless there was overwhelming support for the idea. The main reason is if someone is trying to be quiet in real life they don't have a meter to help them. Most ways of staying quiet should be intuitive. Sneak, don't use loud weapons, etc.


Считает враг: морально мы слабы, -
За ним и лес, и города сожжены.
Вы лучше лес рубите на гробы -
В прорыв идут штрафные батальоны
 
Konrad_NovakДата: Среда, 06.07.2011, 08:18 | Сообщение # 10

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Список планируемых нововведений в зомбоиде напоминает такой же список в дварф фортресс. В том смысле, что на программирование всего этого уйдет не один год biggrin
-
А сама крепость дварфов - отличная игрушка. Основная её проблема - неоптимизированность. Справится с игровыми проблемами, наладить производство и уследить за всеми дварфами несложно, будь их хоть три сотни. Но вот как ужиться с черепашьим FPS...


Хорошо бегает в мешках не тот, кто хорошо бегает, а тот, кто хорошо бегает в мешках

konrad_novak[гав-гав]rambler.ru
 
scalpДата: Среда, 06.07.2011, 10:49 | Сообщение # 11

Leutnant



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Не могу согласиться с уважаемым Конрадом. Дело в том, что "крепость" делается без малого десяток лет усилиями одного человека, в то время как "зомбоид" делает небольшая, но все же команда. И я склонен верить их обещаниям, ибо уже на этой неделе должна выйти полноценная демо-версия игры, что в принципе должно говорить и о скором, ну или относительно скором релизе самой игры, с большинством, как я все же надеюсь обещанных прибамбасов. У игры кстати уже довольно внушительная армия поклонников.
Насчет оптимизации "крепости" вообще то не могу сказать ничего плохого, из личного опыта, я доигрывал до 200 дварфов и на моем старом ноутбуке все летало, как и в начале игры.


Считает враг: морально мы слабы, -
За ним и лес, и города сожжены.
Вы лучше лес рубите на гробы -
В прорыв идут штрафные батальоны
 
Alex-ravenДата: Понедельник, 13.05.2013, 20:46 | Сообщение # 12

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Вот решил вернуться немного в прошлое. Потянуло как-то. Да и вообще. Раздел есть, а постов новых нет. biggrin
Ссыль




Сообщение отредактировал Alex-raven - Понедельник, 13.05.2013, 20:46
 
Konrad_NovakДата: Вторник, 29.10.2013, 02:54 | Сообщение # 13

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WWI Medic от создателя "Dwarf Fortress". Минут через 5-10 игры понимаешь отношение к ПМВ на Западном Фронте - бесконечные атаки каждый раз захлебываются в крови, и всё, что может сделать игрок до своей неизбежной смерти - это спасти жизнь нескольким раненым. Быстро надоедает, но атмосферно.

Образец геймплея


Хорошо бегает в мешках не тот, кто хорошо бегает, а тот, кто хорошо бегает в мешках

konrad_novak[гав-гав]rambler.ru
 
Alex-ravenДата: Среда, 12.02.2014, 23:53 | Сообщение # 14

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А вот вам.
Рыцари, прокачка, дракон.


 
toxaz1992Дата: Понедельник, 19.12.2016, 19:08 | Сообщение # 15


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Wargameproject.com smile

Добавлено (19.12.2016, 19:08)
---------------------------------------------
подробнее тут: http://www.war-game.org/forum/22-866-1#25815


Сообщение отредактировал toxaz1992 - Понедельник, 19.12.2016, 19:10
 
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