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	<title>Playwrite, the fine wine of game design &#187; simulations</title>
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		<title>Zafehouse 2, drugs and you</title>
		<link>http://www.theplaywrite.com/zafehouse-2/zafehouse-2-drugs-and-you/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=zafehouse-2-drugs-and-you</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/zafehouse-2-drugs-and-you/#comments</comments>
		<pubDate>Thu, 19 Nov 2009 00:06:08 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[drugs]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[simulations]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[vb .net]]></category>
		<category><![CDATA[Zafehouse]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=748</guid>
		<description><![CDATA[Medical supplies in Zafehouse 2 have managed to avoid coverage on the blog. That is until now. In the original game, medicines had one function &#8211; to heal injured survivors. For the sequel I decided to expand on medicine&#8217;s role, and it was posts from curious players that helped inspire its more involved place. Said [...]
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			<content:encoded><![CDATA[<p><img src="http://www.playwrite-blog.net/wp-content/uploads/2009/11/pills_1.jpg" class="right">Medical supplies in Zafehouse 2 have managed to avoid coverage on the blog. </p>
<p>That is until now.</p>
<p>In the original game, medicines had one function &#8211; to heal injured survivors. For the sequel I decided to expand on medicine&#8217;s role, and it was posts from curious players that helped inspire its more involved place. Said posts would ask &#8220;What do antibiotics do, and how can I use them?&#8221;, referring to the text that appears sometimes after you raid a building. Sadly, this text was simply flavour, and those &#8220;antibiotics&#8221; just went to your medicine pool.</p>
<p>Things have changed in Z2. </p>
<p>Players have a number of priorities in the game: gathering supplies, finding survivors and keeping the zombie count at manageable levels. The biggest two however are the physical and mental health of your survivors. You&#8217;ll have to monitor stamina, tenacity and injuries and make sure no one falls unconscious, goes insane or dies. Currently, if a survivor drops below 50% of their maximum in any health-related statistic, they run the risk of copping a serious disability, which will trouble them for the rest of the game (or their life, whichever ends first).</p>
<p><span id="more-748"></span>Painkillers, sedatives and stimulants can ward off and, when the inevitable happens, minimise the effects of permanent disabilities. Bandages are technically a &#8220;drug&#8221; as far as the game is concerned, but their functionality is limited to healing a single level of wounds. Drugs, on the other hand, have multiple uses&#8230; and drawbacks.</p>
<p>For instance, if a survivor becomes crippled, their movement speed outside is reduced, and their aim is affected. You can temporarily nullify these cons by taking painkillers. Painkillers can also be taken by a non-crippled survivor, where they provide a temporary health boost that reduces the survivor to a near-death state once they wear off. Crippled survivors cannot benefit from this special bonus &#8211; the painkillers already have their job cut out for them.</p>
<p>Drugs sound great, right? Not so much if used in excess. All drugs have a cooldown, so you can&#8217;t just stuff your face with stimulants when its raining zombies during the longest night of your survivor&#8217;s life. All drugs impose temporary cons when their cooldown is up. Finally, the game keeps track of how often you take each drugs and, if you tempt fate long enough, you&#8217;ll develop an addiction or worse, suffer an overdose.</p>
<p>I&#8217;m talking about drugs in Z2 right now because that&#8217;s what I&#8217;m working on in the game. Next, I plan to flesh out some of the survivor events, which will involve work on the newly coded &#8220;Situation Tracker&#8221;. It&#8217;s kind of like L4D AI Director, though I wouldn&#8217;t start comparing the two games. :P</p>
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