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	<title>Comments on: Zafehouse 2 and 4e Power Toolkit updates</title>
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	<description>Fine wine of game design</description>
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		<title>By: Logan</title>
		<link>http://www.theplaywrite.com/general/zafehouse-2-and-4e-power-toolkit-updates/comment-page-1/#comment-426</link>
		<dc:creator>Logan</dc:creator>
		<pubDate>Wed, 07 Oct 2009 00:28:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=630#comment-426</guid>
		<description>@Coded One: Originally windows were to be a one-time barricade &quot;sink&quot;. If you opted not to barricade windows, it&#039;d allow zombies to enter from outside. Seeing as they&#039;ve changed radically from this initial premise, I&#039;ve opened the floor to suggestions on how they should operate. I quite like the idea of them acting as &quot;scouting&quot; entrances. Also note that windows can appear on any room in a building, whereas entrances can only appear in very specific places, so there should be a positional advantage to entering via a window.

In the end, I think windows will be, at the basic level, just another type of entrance. The differences between them and doors won&#039;t be super-massive.

@kuluk242: Thanks for the support. :) It&#039;s getting there, though I really wish I could work on it full-time.

@murray: I&#039;d say the game is about 40% done. What slows the process down is that I&#039;m prototyping quite heavily. This means that, instead of designing something and coming at a problem with lots of documents, I just start coding and see where things go. This approach has its advantages (faster results, more fun for me, if it does work then I&#039;ve saved myself months of documenting), but its main disadvantage is that I often toss things out and start from scratch. Combat is a good example - I thought a glorified log would be enough, but after play-testing I yearned for more control. So, the log now has a graphical survivor assignment window, for which I&#039;ll release screenshots soon. The assignment window however means I&#039;m recoding combat flow, which takes time. I&#039;m a big believer in dumping something that doesn&#039;t work than, well, polishing a turd.

I still have to implement the affliction system (injuries, fear, etc), and content (events) provides a constant workload. I&#039;m thinking I might provide people with the opportunity to come up with their own events, including supplies and the like. But we&#039;ll see how we go. :)</description>
		<content:encoded><![CDATA[<p>@Coded One: Originally windows were to be a one-time barricade &#8220;sink&#8221;. If you opted not to barricade windows, it&#8217;d allow zombies to enter from outside. Seeing as they&#8217;ve changed radically from this initial premise, I&#8217;ve opened the floor to suggestions on how they should operate. I quite like the idea of them acting as &#8220;scouting&#8221; entrances. Also note that windows can appear on any room in a building, whereas entrances can only appear in very specific places, so there should be a positional advantage to entering via a window.</p>
<p>In the end, I think windows will be, at the basic level, just another type of entrance. The differences between them and doors won&#8217;t be super-massive.</p>
<p>@kuluk242: Thanks for the support. :) It&#8217;s getting there, though I really wish I could work on it full-time.</p>
<p>@murray: I&#8217;d say the game is about 40% done. What slows the process down is that I&#8217;m prototyping quite heavily. This means that, instead of designing something and coming at a problem with lots of documents, I just start coding and see where things go. This approach has its advantages (faster results, more fun for me, if it does work then I&#8217;ve saved myself months of documenting), but its main disadvantage is that I often toss things out and start from scratch. Combat is a good example &#8211; I thought a glorified log would be enough, but after play-testing I yearned for more control. So, the log now has a graphical survivor assignment window, for which I&#8217;ll release screenshots soon. The assignment window however means I&#8217;m recoding combat flow, which takes time. I&#8217;m a big believer in dumping something that doesn&#8217;t work than, well, polishing a turd.</p>
<p>I still have to implement the affliction system (injuries, fear, etc), and content (events) provides a constant workload. I&#8217;m thinking I might provide people with the opportunity to come up with their own events, including supplies and the like. But we&#8217;ll see how we go. :)</p>
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		<title>By: murray</title>
		<link>http://www.theplaywrite.com/general/zafehouse-2-and-4e-power-toolkit-updates/comment-page-1/#comment-425</link>
		<dc:creator>murray</dc:creator>
		<pubDate>Sun, 04 Oct 2009 14:38:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=630#comment-425</guid>
		<description>can i just ask what parts of ZH2 u havnt done or perfected yet? and do u have an estimate to when the game will be released now? anyway, the game looks really quite good and i cant wait to play it!</description>
		<content:encoded><![CDATA[<p>can i just ask what parts of ZH2 u havnt done or perfected yet? and do u have an estimate to when the game will be released now? anyway, the game looks really quite good and i cant wait to play it!</p>
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		<title>By: kulik242</title>
		<link>http://www.theplaywrite.com/general/zafehouse-2-and-4e-power-toolkit-updates/comment-page-1/#comment-424</link>
		<dc:creator>kulik242</dc:creator>
		<pubDate>Fri, 02 Oct 2009 17:09:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=630#comment-424</guid>
		<description>Take your time, i feel that zafehouse will be a unique zombie game.</description>
		<content:encoded><![CDATA[<p>Take your time, i feel that zafehouse will be a unique zombie game.</p>
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		<title>By: Coded One</title>
		<link>http://www.theplaywrite.com/general/zafehouse-2-and-4e-power-toolkit-updates/comment-page-1/#comment-423</link>
		<dc:creator>Coded One</dc:creator>
		<pubDate>Thu, 01 Oct 2009 23:06:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=630#comment-423</guid>
		<description>Awesome to see the windows idea being implemented. I also like that survivors with fewer weapons can enter through windows, it makes it seem like a good concept for scouting. However, I do have one question:

What is the advantage of entering/exiting a building through a window? I can see some interesting situations where you have to drop a weapon to leave a infested room through a window (especially since all weapons have different strengths and weaknesses as described in one of your earlier posts), but I&#039;m trying to think of the advantage of entering through a window. Basically the trade-off is: One weapon but you can enter a building through the windows. How will this be an advantage? Will it even be an advantage?

Maybe you could limit the number of door entrances into a building. So say there is a 5 room building with only one door. You already sent in a survivor through that doors and saw that there were lots of Zombies guarding the entrance room. However, you use your &quot;Scout&quot; survivor, who&#039;s only armed with a shotgun, into one of the back windows to scout around. I think that depending on how Zombie &quot;gatherings&quot; work (Do they tend to bunch up in certain rooms? Around doors? When attacking a building, how many group at the doors vs. the windows?) the idea of windows could add another fantastic layer of depth.</description>
		<content:encoded><![CDATA[<p>Awesome to see the windows idea being implemented. I also like that survivors with fewer weapons can enter through windows, it makes it seem like a good concept for scouting. However, I do have one question:</p>
<p>What is the advantage of entering/exiting a building through a window? I can see some interesting situations where you have to drop a weapon to leave a infested room through a window (especially since all weapons have different strengths and weaknesses as described in one of your earlier posts), but I&#8217;m trying to think of the advantage of entering through a window. Basically the trade-off is: One weapon but you can enter a building through the windows. How will this be an advantage? Will it even be an advantage?</p>
<p>Maybe you could limit the number of door entrances into a building. So say there is a 5 room building with only one door. You already sent in a survivor through that doors and saw that there were lots of Zombies guarding the entrance room. However, you use your &#8220;Scout&#8221; survivor, who&#8217;s only armed with a shotgun, into one of the back windows to scout around. I think that depending on how Zombie &#8220;gatherings&#8221; work (Do they tend to bunch up in certain rooms? Around doors? When attacking a building, how many group at the doors vs. the windows?) the idea of windows could add another fantastic layer of depth.</p>
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