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	<title>Playwrite, the fine wine of game design &#187; survival horror</title>
	<atom:link href="http://www.theplaywrite.com/tag/survival-horror/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.theplaywrite.com</link>
	<description>Fine wine of game design</description>
	<lastBuildDate>Thu, 22 Sep 2011 10:39:39 +0000</lastBuildDate>
	<language>en</language>
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		<title>Speak Russian? Play Zafehouse!</title>
		<link>http://www.theplaywrite.com/zafehouse/speak-russian-play-zafehouse/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=speak-russian-play-zafehouse</link>
		<comments>http://www.theplaywrite.com/zafehouse/speak-russian-play-zafehouse/#comments</comments>
		<pubDate>Thu, 28 Apr 2011 01:23:27 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse]]></category>
		<category><![CDATA[.net]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[language]]></category>
		<category><![CDATA[multilingual]]></category>
		<category><![CDATA[survival horror]]></category>
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		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1137</guid>
		<description><![CDATA[Enterprising Zafehouse player Worthis has taken the time to translate the original game into Russian using the freely available source code. Not only that, he&#8217;s made it easy for other players to translate the game into their native tongue. He&#8217;s published his work on the Zafehouse forums so if you feel like playing the game [...]
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			<content:encoded><![CDATA[<p><img src="http://s56.radikal.ru/i151/1104/c7/3e2800c3d5f3.png" class="right" />Enterprising Zafehouse player Worthis has <a href="http://forums.zafehouse.com/index.php/topic,457.0.html">taken the time to translate the original game</a> into Russian using the <a href="http://downloads.zafehouse.com/zafehouse/zh_src_latest.zip">freely available source code</a>. Not only that, he&#8217;s made it easy for other players to translate the game into their native tongue.</p>
<p>He&#8217;s <a href="http://forums.zafehouse.com/index.php/topic,457.0.html">published his work on the Zafehouse forums</a> so if you feel like playing the game in Russian, or translating it into a language more compatible with your brain, please check it out!</p>
<p>Link: <a href="http://forums.zafehouse.com/index.php/topic,457.0.html">Zafehouse (multilingual)</a> [Zafehouse forums]</p>
<p>No related posts.</p>]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Defending your Zafehouse 2</title>
		<link>http://www.theplaywrite.com/zafehouse-2/defending-your-zafehouse-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=defending-your-zafehouse-2</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/defending-your-zafehouse-2/#comments</comments>
		<pubDate>Sun, 10 Apr 2011 16:35:20 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[sim]]></category>
		<category><![CDATA[survival horror]]></category>
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		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1125</guid>
		<description><![CDATA[Working hard every single day. Most recent addition &#8211; building defenses! A screenshot can be found above, with a nice big version if you click on it! The &#8220;I&#8221; shaped objects represent doors, while the &#8220;O&#8221;s with the funny curves are windows. A window is currently selected by the player (the red circle) and a [...]
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			<content:encoded><![CDATA[<p><a href="http://www.theplaywrite.com/wp-content/uploads/2011/04/z2_defense.jpg"><img src="http://www.theplaywrite.com/wp-content/uploads/2011/04/z2_defense_small.jpg" class="centre"></a>Working hard every single day. Most recent addition &#8211; building defenses! A screenshot can be found above, with a nice big version if you click on it!</p>
<p>The &#8220;I&#8221; shaped objects represent doors, while the &#8220;O&#8221;s with the funny curves are windows. A window is currently selected by the player (the red circle) and a little image shows you how fortified it is. Red arrows mark entry vectors. Oh, and survivors can&#8217;t walk through barricaded doors or windows&#8230; so keep that in mind!</p>
<p>Still lots to come, so hang tight!</p>
<p>No related posts.</p>]]></content:encoded>
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		<slash:comments>9</slash:comments>
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		<title>This is what Zafehouse 2.5 looks like</title>
		<link>http://www.theplaywrite.com/zafehouse-2/this-is-what-zafehouse-2-5-looks-like/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=this-is-what-zafehouse-2-5-looks-like</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/this-is-what-zafehouse-2-5-looks-like/#comments</comments>
		<pubDate>Sun, 23 Jan 2011 09:27:34 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[vb .net]]></category>
		<category><![CDATA[Zafehouse]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1100</guid>
		<description><![CDATA[Pretty different. Very different. Welcome to the new-look Zafehouse 2, or Zafehouse 2.5 to help separate it from previous efforts. The game is based entirely around manipulation of a dynamic journal. Chapters keep locations, events, supplies and survivor information nicely contained. A special context-sensitive entry system allows you to configure events, lock them in, and [...]
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			<content:encoded><![CDATA[<p><a href="http://www.theplaywrite.com/wp-content/uploads/2011/01/zh25_1.jpg"><img src="http://www.theplaywrite.com/wp-content/uploads/2011/01/zh25_1_small.jpg" class="centre"></a>Pretty different. <i>Very different.</i></p>
<p>Welcome to the new-look Zafehouse 2, or Zafehouse 2.5 to help separate it from previous efforts. The game is based entirely around manipulation of a dynamic journal. Chapters keep locations, events, supplies and survivor information nicely contained. A special context-sensitive entry system allows you to configure events, lock them in, and then accelerate time. When something occurs, time will stop, allowing you to react however you see fit.</p>
<p>Survivors will report in as they return from their adventures, meaning you must rely entirely on them for information. Figure out who to trust, and you&#8217;ll do fine. Piss everyone off, and you&#8217;re all doomed.</p>
<p>Expect more shots and info in the coming weeks.</p>
<p>No related posts.</p>]]></content:encoded>
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		<slash:comments>18</slash:comments>
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		<title>It&#8217;s here! Grab the Zafehouse 2 combat demo</title>
		<link>http://www.theplaywrite.com/zafehouse-2/its-here-grab-the-zafehouse-2-combat-demo/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=its-here-grab-the-zafehouse-2-combat-demo</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/its-here-grab-the-zafehouse-2-combat-demo/#comments</comments>
		<pubDate>Sun, 19 Sep 2010 10:20:47 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[survival]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[Zafehouse]]></category>
		<category><![CDATA[zafehouse 2 combat demo]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1042</guid>
		<description><![CDATA[Crazy to believe, isn&#8217;t it? For a while there I didn&#8217;t think it would ever happen, but, after a few hectic days of coding I&#8217;ve got it out. A few things, though: 1) It&#8217;s a demo! There&#8217;s probably 10 minutes of gameplay in this thing, tops. It&#8217;s just a taster, a sample. It&#8217;s not meant [...]
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			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/09/zh2demo2.jpg" class="centre">Crazy to believe, isn&#8217;t it? For a while there I didn&#8217;t think it would ever happen, but, after a few hectic days of coding I&#8217;ve got it out.</p>
<p>A few things, though:</p>
<p>1) It&#8217;s a demo! There&#8217;s probably 10 minutes of gameplay in this thing, tops. It&#8217;s just a taster, a sample. It&#8217;s not meant to be a whole game. I desperately wanted to let people know that yes, the game is still in development. The demo is also a platform to deliver feedback on the general feel and direction. Try not to nitpick, but don&#8217;t hesitate to <a href="http://forums.zafehouse.com/index.php/board,22.0.html">offer a comment or two</a>.</p>
<p>2) Read the readme! It contains a list of requirements. Before you start posting that you can&#8217;t get it working, make sure you&#8217;ve installed all the necessary software and are running the correct operating system. It should go without saying I can&#8217;t provide support for anyone running the game under emulation (WINE, VMWare, Mono, etc).</p>
<p>3) Speaking of reading, look at the demo tutorial! If you just jump into the game and are completely lost, be it on your own head. If you read the tutorial and still can&#8217;t make heads or tails of things, go ahead and fire some questions.</p>
<p>4) The download is around 8.5MB&#8230; just in case that&#8217;s going to bust your download limit for the month.</p>
<p>5) Performance. It&#8217;s not as fast as it could be, especially when you have a lot of overlapping awareness arcs. Optimising comes much later when the rest of the game is solid.</p>
<p>All I can think of for now. Will probably update this post as I remember stuff.</p>
<p>Download: <a href="http://downloads.zafehouse.com/zafehouse2/zh2_latest.zip">Zafehouse 2 combat demo</a></p>
<p><b><u>FAQ</u></b></p>
<p><b>When I run Zafehouse 2.exe I get an error about reading game values</b><br />
Download this replacement executable: <a href="http://downloads.zafehouse.com/zafehouse2/z2fix.zip">http://downloads.zafehouse.com/zafehouse2/z2fix.zip</a>. It should fix the problem.</p>
<p><b>When I run the game, I get an error about the audio subsystem</b><br />
To fix this, you&#8217;ll need to install the following files:</p>
<p><a href="http://slimdx.googlecode.com/files/SlimDX%20Runtime%20Net20%20%28June%202010%29.msi">SlimDX runtime</a><br />
<a href="http://www.microsoft.com/downloads/en/details.aspx?FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&#038;displaylang=en">The latest DirectX 9.0c runtime</a> (note that Windows Vista and Windows 7 do not come with DX9 by default, and having DX10 is not enough!). You can also try the <a href="http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&#038;FamilyID=3b170b25-abab-4bc3-ae91-50ceb6d8fa8d">end-user runtime</a><br />
<a href="http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF">Microsoft Visual C++ 2008 runtime</a><br />
<a href="http://www.microsoft.com/downloads/en/details.aspx?FamilyID=32BC1BEE-A3F9-4C13-9C99-220B62A191EE">Microsoft Visual C++ 2005 runtime</a></p>
<p><b>I&#8217;m still getting errors!</b><br />
We can track down the exact problem using <a href="http://www.dependencywalker.com/depends22_x86.zip">Dependency Walker</a>. If you&#8217;re not afraid of a little techiness, download DW, run it and then drag the SlimDX.dll in the Zafehouse 2 directory into the program&#8217;s open window. It&#8217;ll tell you straight away what&#8217;s missing!</p>
<p>No related posts.</p>]]></content:encoded>
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		<slash:comments>28</slash:comments>
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		<title>Staying up-to-date on Zafehouse 2</title>
		<link>http://www.theplaywrite.com/zafehouse-2/staying-up-to-date-on-zafehouse-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=staying-up-to-date-on-zafehouse-2</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/staying-up-to-date-on-zafehouse-2/#comments</comments>
		<pubDate>Fri, 17 Sep 2010 01:13:46 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[coding]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[posts]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[twitter]]></category>
		<category><![CDATA[updates]]></category>
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		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1036</guid>
		<description><![CDATA[I closing in on the tail end of the combat demo and there are no major features going in for the moment. As such, it feels odd doing posts on the blog when Twitter would serve as a much better medium for quick, small updates. So, if you&#8217;d like to keep abreast of developments, sign [...]
No related posts.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/09/twitter.jpg" class="right">I closing in on the tail end of the combat demo and there are no major features going in for the moment. As such, it feels odd doing posts on the blog when Twitter would serve as a much better medium for quick, small updates.</p>
<p>So, if you&#8217;d like to keep abreast of developments, sign up to the Zafehouse Twitter feed: <a href="http://twitter.com/Zafehouse">http://twitter.com/Zafehouse</a>. For major features or changes, however, I&#8217;ll be writing them up here on the blog where there&#8217;s more than 140 characters to play with.</p>
<p>For those who haven&#8217;t been following Twitter, I&#8217;ve finished implementing the new, saner firing code and am charging ahead with the tutorials and general polish. </p>
<p>Not long now&#8230;</p>
<p>No related posts.</p>]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<title>Zombie fading is&#8230; in!</title>
		<link>http://www.theplaywrite.com/zafehouse-2/zombie-fading-is-in/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=zombie-fading-is-in</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/zombie-fading-is-in/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 00:05:16 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[simulator]]></category>
		<category><![CDATA[survival]]></category>
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		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1028</guid>
		<description><![CDATA[Wasn&#8217;t happy with the way zombies would pop into view as you swept the room with your awareness arc. Thanks to some coding hoodoo, they now fade in quickly and fade out slowly. It&#8217;s a really nice effect I&#8217;m hoping to show off soon. The code also did something unexpected but extremely neat &#8211; zombies [...]
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			<content:encoded><![CDATA[<p>Wasn&#8217;t happy with the way zombies would pop into view as you swept the room with your awareness arc. Thanks to some coding hoodoo, they now fade in quickly and fade out slowly. It&#8217;s a really nice effect I&#8217;m hoping to show off soon.</p>
<p>The code also did something unexpected but extremely neat &#8211; zombies fade into view as they move adjacent to a survivor, so it looks like they&#8217;re coming out of a fog to attack you. It&#8217;s quite terrifying.</p>
<p>I know a lot of this sounds like gobbledygook as combat has changed so much since the initial video, but I wanted to let everyone know ZH2 is definitely alive. Well, as alive as a zombie game can be. Once you play the combat demo, it&#8217;ll all make sense. Trust me!</p>
<p>I&#8217;m moving onto the firing code tonight, because it&#8217;s been bugging me for a while now. I&#8217;m trying to figure out an <a href="http://www.theplaywrite.com/zafehouse-2/zafehouse-2-zombies-glow-red-now/">elegant solution to adding bursts into the existing system</a>, but I&#8217;m concerned I&#8217;ll need to rewrite it. Which would suck, as I&#8217;ve already rewritten it once.</p>
<p>Ah, to refactor or not refactor&#8230; that is the question!</p>
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		<slash:comments>3</slash:comments>
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		<title>Where&#8217;s that Zafehouse 2 combat demo?</title>
		<link>http://www.theplaywrite.com/zafehouse-2/wheres-that-zafehouse-2-combat-demo/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=wheres-that-zafehouse-2-combat-demo</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/wheres-that-zafehouse-2-combat-demo/#comments</comments>
		<pubDate>Fri, 13 Aug 2010 02:24:53 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[awareness arc]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[combat demo]]></category>
		<category><![CDATA[Game design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=986</guid>
		<description><![CDATA[Excellent question! Truth is, I underestimated how long it would take to debug. I managed to get the demo feature-complete, but the polish just wasn&#8217;t there. I&#8217;m really disappointed I didn&#8217;t get it done, but I&#8217;m continuing to work hard to get it out as soon as possible. On the upside, setting a deadline helped [...]
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			<content:encoded><![CDATA[<p>Excellent question!</p>
<p>Truth is, I underestimated how long it would take to debug. I managed to get the demo feature-complete, but the polish just wasn&#8217;t there. I&#8217;m really disappointed I didn&#8217;t get it done, but I&#8217;m continuing to work hard to get it out as soon as possible.</p>
<p>On the upside, setting a deadline helped me focus on what was important and it&#8217;s looking good. It also made me chop and change parts of the design that weren&#8217;t working, and combat plays a lot better as a result.</p>
<p>The biggest change is the addition of awareness arcs. Originally, each weapon had a firing arc that would determine bullet spread. As time went on, this arc made less and less sense, and the only weapon it applied to in any significant capacity was the sub-machinegun. I wanted to keep the arcs, but disconnect them from weapons while buffing their usefulness.</p>
<p>The result is the awareness arc. Each survivor can be in a focused, normal or heightened state of awareness. These states determine the width of that survivor&#8217;s awareness arc. A focused arc grants increased accuracy, but reduced defenses against zombie attacks. A heightened arc reduces accuracy, but the survivor has a better chance of avoiding zombie attacks.</p>
<p>The other big change is that zombies not inside an awareness arc are hidden from view. Each combat you will have to sweep the room using your survivors&#8217; awareness arcs and set where each one should look. This means the cop can be focused on killing zombies, while civilians can make sure he doesn&#8217;t get attacked from behind. It also reflects that a lone survivor is more likely to be attacked than a group. Survivors are always aware of zombies directly next to them.</p>
<p>Obviously, a focused arc doesn&#8217;t let you cover as much of a room as the heightened arc. Survivors will have access to different arc states depending on their experience level, with a character like the cop able to select from all three and newbies being stuck to one (the normal state).</p>
<p>Melee combat is implemented and working, but I&#8217;m not 100% happy with how it works. I&#8217;m likely going to cut it from the demo, but it will be the first thing I put back in for subsequent releases. Really, the combat demo will represent an alpha test of the game. </p>
<p>I hope you guys can tear it apart and make it even more awesome.</p>
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		<slash:comments>7</slash:comments>
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		<title>Help Zafehouse 2!</title>
		<link>http://www.theplaywrite.com/zafehouse-2/help-zafehouse-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=help-zafehouse-2</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/help-zafehouse-2/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 02:12:34 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[games design]]></category>
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		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=948</guid>
		<description><![CDATA[Yes, you can help Zafehouse 2 be better! Combat&#8217;s looking solid right now, as you can see from the above screenshot. Lots of shells, blood and graphical niceties exploding about the place. What&#8217;s not so solid is what happens outside of combat. You know, the walking around, searching for gear part of the game. See, [...]
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			<content:encoded><![CDATA[<p><img src="http://www.playwrite-blog.net/wp-content/uploads/2010/07/z2_new.jpg" class="centre">Yes, you can help Zafehouse 2 be better!</p>
<p>Combat&#8217;s looking solid right now, as you can see from the above screenshot. Lots of shells, blood and graphical niceties exploding about the place. What&#8217;s not so solid is what happens <i>outside</i> of combat. You know, the walking around, searching for gear part of the game.</p>
<p>See, I don&#8217;t feel there&#8217;s enough going on when you&#8217;re not fighting zombies. Sure, you might say, that&#8217;s okay &#8211; it&#8217;s all about putting the undead back to bed &#8211; but I don&#8217;t think it is. I think there needs to be more going on when the hungry masses aren&#8217;t directly in your face.</p>
<p>I can recognise when I&#8217;m too close to a project, so I&#8217;m putting the call out for some ideas. At the very least, it&#8217;ll rejuice my drying creative cogs.</p>
<p><span id="more-948"></span>Best to start with a list of things you can do:<br />
1) Move around inside buildings and out<br />
2) Trade items, including ammo, weapons<br />
3) Searching furniture for items<br />
4) Breaking furniture for barricades<br />
5) Barricading. Or yeah, barricading. I meant to show you guys this a lot sooner:</p>
<p><img src="http://www.playwrite-blog.net/wp-content/uploads/2010/07/z2_barr.jpg" class="centre">Neat, right?<br />
6) Dispense medicine, break bottles, drink<br />
7) Erm&#8230; that&#8217;s it, really.</p>
<p>What I believe needs to happen is for more &#8220;stuff&#8221; involving the survivors themselves. Tweaking personalities or statistics&#8230; some element of micromanagment. Something you do on a turn by turn basis to produce&#8230; stuff, be it a resources or survivor improvement.</p>
<p>See what I mean? I&#8217;m not really churning out the killer ideas here. That&#8217;s where you come in.</p>
<p>So, come in! </p>
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		<slash:comments>17</slash:comments>
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		<title>Rolling with Unity, Z2 update</title>
		<link>http://www.theplaywrite.com/game-design/rolling-with-unity-z2-update/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=rolling-with-unity-z2-update</link>
		<comments>http://www.theplaywrite.com/game-design/rolling-with-unity-z2-update/#comments</comments>
		<pubDate>Fri, 25 Jun 2010 02:20:15 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[dice]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[side project]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[unity]]></category>
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		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=915</guid>
		<description><![CDATA[I&#8217;ve realised that VB .NET is a dead end when it comes to building games. I&#8217;ve grown fond of its quirks and comfortable with its loquacious prose, but I can&#8217;t escape the fact .NET limits me to Windows. Yes, I could court XNA for its Xbox 360 connections and Mono, which opens up roads to [...]
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			<content:encoded><![CDATA[<p><img src="http://www.playwrite-blog.net/wp-content/uploads/2010/06/unigame.jpg" class="centre" />I&#8217;ve realised that VB .NET is a dead end when it comes to building games. I&#8217;ve grown fond of its quirks and comfortable with its loquacious prose, but I can&#8217;t escape the fact .NET limits me to Windows. Yes, I could court XNA for its Xbox 360 connections and Mono, which opens up roads to Mac and even iPhone, but I&#8217;m not prepared to embrace the technical wrangling required to make this orchestra of cross-platform love sleep happily in the same bed.</p>
<p>Whimsical metaphors aside, I decided to do something about my .NET focus and its destructive hold on my game development future. So, I present the above screenshot, a little piece I&#8217;m working on in <a href="http://unity3d.com/">Unity</a>. It&#8217;s inspired by polyhedral dice and the excellent <a href="http://www.gamedesign.jp/flash/dice/dice.html">Dice Wars</a>.</p>
<p><span id="more-915"></span>Unity is really, <i>really</i> good. Not only does it support three scripting languages (including C#, yah!), but you can switch between a &#8220;Game&#8221; and &#8220;Editor&#8221; view and examine the properties of objects at runtime. It provides an unprecedented level of debugging power, and problems that&#8217;d normally take hours to track down and fix can take minutes or seconds in Unity thanks to its potent visualisation abilities. It could do with a script debugger, but I hear that&#8217;s on the cards for Unity 3, due in&#8230; August. I think.</p>
<p>Unity also allows publishing to iPhone, PC, Mac, Wii and web. You need to make a few purchases to access the iPhone and Wii functionality, but there&#8217;s nothing stopping you from doing the gruntwork in the free version.</p>
<p>As for Zafehouse 2&#8230; I&#8217;m still keen to get a demo out by the end of July. I can&#8217;t say it&#8217;ll be fully functional, but it will give you a taste of what the game has become. I&#8217;ve reduced the scope and halved the length of the a Z2 day to 12 hours. I didn&#8217;t feel the intensity was there for 24, and the systems don&#8217;t allow for interesting gameplay for such a lengthy period of time.</p>
<p>Looking back at the code, there are a lot of things I&#8217;d have done differently. The one building/multiple floors idea was a good one and I&#8217;m not sure why I abandoned it. There&#8217;s also a heavy focus on combat, which is not what survival horror is about. The original intent was to make Z2 strategic, not tactical, yet that&#8217;s where it&#8217;s ended up.</p>
<p>I have some ideas for Z3 (yeah, yeah, finish the second one first, I hear you say) and I think Z2 has helped me focus in on what a strategic survival horror game should be.</p>
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		<title>Streamlining items and supplies in Zafehouse 2</title>
		<link>http://www.theplaywrite.com/game-design/streamlining-items-and-supplies-in-zafehouse-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=streamlining-items-and-supplies-in-zafehouse-2</link>
		<comments>http://www.theplaywrite.com/game-design/streamlining-items-and-supplies-in-zafehouse-2/#comments</comments>
		<pubDate>Sat, 10 Apr 2010 01:35:23 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[inventory]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[supplies]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[windows]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=870</guid>
		<description><![CDATA[Zafehouse 2 adopted the supply model of Zafehouse because, well, it works. Where Z2 diverged was by allowing each survivor to carry their own cache of supplies. You can also make definitive decisions about which supplies you&#8217;ll get &#8211; barricades can be made from furniture, found in almost every building type, and each building type [...]
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			<content:encoded><![CDATA[<p>Zafehouse 2 adopted the supply model of Zafehouse because, well, it works. Where Z2 diverged was by allowing each survivor to carry their own cache of supplies. You can also make definitive decisions about which supplies you&#8217;ll get &#8211; barricades can be made from furniture, found in almost every building type, and each building type favours one or more supply types (the hospital and medicine, for example).</p>
<p>But, I&#8217;ve been thinking over the last few days that the supply model could be folded into the item system. The result would be that supplies would no longer be counters with maximums, but discrete items, just like guns and furniture. In this way, a survivor could load themselves up with barricades, at the expensive of ammo, medicine and alcohol.</p>
<p>What makes me strongly in favour of this system is that it opens up more choices for a stronghold. If you think the hospital is your best chance at survival, you can now literally drop everything and cart barricades over from other buildings to fortify it, rather than a couple at a time.</p>
<p>The main interface would still keep track of how many of each supply type you have so the information is available at a glance, but the trade window would recognise them as singular items. The system would probably necessitate a weight system, and items like bullets and medicine would need a stacking mechanism&#8230; because I can&#8217;t see anyone staying sane with the prospect of moving 50 bullets from one inventory to another.</p>
<p>The risk is that trading and collecting supplies might end up with a Diablo-like inventory mini-game, but I believe this can be avoided.</p>
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		<slash:comments>5</slash:comments>
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		<title>Zafehouse 2&#8242;s shiny new combat window (and mechanics)</title>
		<link>http://www.theplaywrite.com/zafehouse-2/zafehouse-2s-shiny-new-combat-window-and-mechanics/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=zafehouse-2s-shiny-new-combat-window-and-mechanics</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/zafehouse-2s-shiny-new-combat-window-and-mechanics/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 06:46:33 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[vb .net]]></category>
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		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=848</guid>
		<description><![CDATA[It&#8217;s been a long time coming, but I&#8217;ve finally done enough work on Zafehouse 2&#8242;s second combat prototype to post a couple of screenshots. As I mentioned in a previous update, the original combat implementation was ground into a fine, code-tasting dust and packed away, replaced by an infinitely deeper (and juicier) solution that uses [...]
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			<content:encoded><![CDATA[<p><a href="http://www.playwrite-blog.net/wp-content/uploads/2010/02/newz_1_big.png"><img src="http://www.playwrite-blog.net/wp-content/uploads/2010/02/newz_1.jpg" class="centre"></a>It&#8217;s been a long time coming, but I&#8217;ve finally done enough work on Zafehouse 2&#8242;s second combat prototype to post a couple of screenshots.</p>
<p>As I <a href="http://www.playwrite-blog.net/zafehouse-2/combat-prototype-2-is-underway-zafehouse-2-demo-by-june-star-alignment-pending/">mentioned in a previous update</a>, the original combat implementation was ground into a fine, code-tasting dust and packed away, replaced by an infinitely deeper (and juicier) solution that uses firing arcs.</p>
<p>Entering into combat hasn&#8217;t changed &#8211; you still click on the event in the event window &#8211; and the representation of the room is similar too. The difference is that zombies are no longer shown as one large group, they&#8217;re now broken up into individual flesh-eating nasties. Weapons have also evolved, the far/close/melee profiles exchanged for variable firing arcs and shot modes. For example, the shotgun has a wide firing arc and shoots pellets in a spread, but it can only fire once per turn and has a short range. A submachine gun on the other hand has a medium firing arc and range, but you can shoot up to six bullets at one or multiple targets. Keep in mind that each bullet fired in the same turn reduces the accuracy of the shot that follows it.</p>
<p>Hit the jump for an additional screenshot which show projectiles in flight. Yes, I said <i>projectiles</i>.</p>
<p><span id="more-848"></span><a href="http://www.playwrite-blog.net/wp-content/uploads/2010/02/newz_2_big.png"><img src="http://www.playwrite-blog.net/wp-content/uploads/2010/02/newz_2.jpg" class="centre"></a></p>
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		<title>Combat prototype #2 is underway, Zafehouse 2 demo by June (star alignment pending)</title>
		<link>http://www.theplaywrite.com/zafehouse-2/combat-prototype-2-is-underway-zafehouse-2-demo-by-june-star-alignment-pending/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=combat-prototype-2-is-underway-zafehouse-2-demo-by-june-star-alignment-pending</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/combat-prototype-2-is-underway-zafehouse-2-demo-by-june-star-alignment-pending/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 00:28:38 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[undead]]></category>
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		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=812</guid>
		<description><![CDATA[I&#8217;ve returned, thoroughly, from my overseas journey and am back on Zafehouse 2. Combat is the focus right now, the first prototype gone and the second one bubbling along nicely. My first task is to implement firing arcs for weapons and nailing the interface. Then I&#8217;ll be working on furniture placement and zombie attack AI. [...]
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			<content:encoded><![CDATA[<p><img src="http://www.playwrite-blog.net/wp-content/uploads/2010/01/zdefense_1.jpg" class="right">I&#8217;ve returned, thoroughly, from my overseas journey and am back on Zafehouse 2. Combat is the focus right now, the <a href="http://www.playwrite-blog.net/zafehouse-2/zafehouse-2-gameplay-video-1/">first prototype gone</a> and the second one bubbling along nicely. My first task is to implement firing arcs for weapons and nailing the interface. Then I&#8217;ll be working on furniture placement and zombie attack AI.</p>
<p>I&#8217;m personally a little giddy about how it&#8217;ll all play out, and I reckon you&#8217;ll be pleasantly surprised yourself with the revamped combat. It has a flavour all its own, one I&#8217;m quite proud of. The instant it&#8217;s all working, expect a shiny video.</p>
<p>I will be working very, very hard to release the game this year, and extra super hard to squeeze it out a demo before the end of June.</p>
<p>Z2 has benefited enormously from the input of (what I hope are) fans, and it is a better game for those lovingly suggested modifications. In particular, kulik242 seems to have a direct connection to my brain; many of his suggestions adding the final pieces to my own, half-formed ideas. I think it&#8217;s wise to listen to those on the outside, the external observers, because distance is a magical thing in the creative realms.</p>
<p>In the meantime, if the survival horror simulation itch just won&#8217;t go away, check out <a href="http://forums.zafehouse.com/index.php/topic,97.0.html">Zafehouse: Infection</a>, a user-made mod of the original Zafehouse. It&#8217;s got me thinking Z1 could do with a refresh sometime in the future&#8230;</p>
<p>Once Z2 is done, of course. :)</p>
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		<slash:comments>4</slash:comments>
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		<title>Follow the official Zafehouse twitter!</title>
		<link>http://www.theplaywrite.com/zafehouse-2/follow-the-official-zafehouse-twitter/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=follow-the-official-zafehouse-twitter</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/follow-the-official-zafehouse-twitter/#comments</comments>
		<pubDate>Fri, 18 Dec 2009 01:56:12 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[emos]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[news]]></category>
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		<category><![CDATA[vampires]]></category>
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		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=798</guid>
		<description><![CDATA[If you&#8217;re just not that into following RSS feeds or reading websites (and really, who is these days?), you can get all your Zafehouse and Zafehouse 2 news via Twitter. All updates relating to both games will find their way onto this semi-magical social networking entity, so you&#8217;ll never have to worry about not being [...]
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			<content:encoded><![CDATA[<p><img src="http://www.playwrite-blog.net/wp-content/uploads/2009/12/ztwitter.png" class="right">If you&#8217;re just not that into following RSS feeds or reading websites (and really, <i>who is</i> these days?), you can get all your <a href="http://www.twitter.com/Zafehouse">Zafehouse and Zafehouse 2 news via Twitter</a>. All updates relating to both games will find their way onto this semi-magical social networking entity, so you&#8217;ll never have to worry about not being on the bleeding edge of zombie survival simulator news.</p>
<p>Twitter also happens to have uncommon letters in common with Twilight, which I hear is about <a href="http://www.supremepower.co.uk/Morgue%20or%20Hospital%20Wrist%20Cut.jpg"><strike>emos</strike> vampires or something</a>. And that&#8217;s good, right?</p>
<p><a href="http://www.twitter.com/Zafehouse">Zafehouse</a> [Twitter]</p>
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		<title>Zafehouse Infection: The Fan Mod</title>
		<link>http://www.theplaywrite.com/zafehouse/zafehouse-infection-the-fan-mod/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=zafehouse-infection-the-fan-mod</link>
		<comments>http://www.theplaywrite.com/zafehouse/zafehouse-infection-the-fan-mod/#comments</comments>
		<pubDate>Fri, 18 Dec 2009 01:42:15 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse]]></category>
		<category><![CDATA[flap]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[modifications]]></category>
		<category><![CDATA[mods]]></category>
		<category><![CDATA[survival horror]]></category>
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		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=794</guid>
		<description><![CDATA[Zafehouse has its second user-made modification, thanks to flap on the game&#8217;s official forums. Based on the v1.82 source code released recently, Zafehouse Infection amps up a number of features of the game, while adding a few new things for you (and I suppose, the undead) to sink your teeth into. Version 1.0 is already [...]
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			<content:encoded><![CDATA[<p><img src="http://www.playwrite-blog.net/wp-content/uploads/2009/12/zh_infection.png" class="right">Zafehouse has its <a href="http://forums.zafehouse.com/index.php/topic,97.0.html">second user-made modification</a>, thanks to flap on the <a href="http://forums.zafehouse.com">game&#8217;s official forums</a>. Based on the <a href="http://www.playwrite-blog.net/zafehouse/zafehouse-v1-82-binaries-and-source-code-released/">v1.82 source code released recently</a>, Zafehouse Infection amps up a number of features of the game, while adding a few new things for you (and I suppose, the undead) to sink your teeth into. <a href="http://forums.zafehouse.com/index.php/topic,97.msg263.html#msg263">Version 1.0 is already up</a> and available for play.</p>
<p>The mod includes the following changes:</p>
<blockquote><p>- Infection is now contagious, but there is a small chance to heal it.</p>
<p>- Weapons can be loaded automatically, and when giving a range weapon to someone, is it automatically loaded with one box.</p>
<p>- Barricades higher than heavy block survivors movement</p>
<p>- It is possible to weaken barricades to recover some supplies</p>
<p>- Survivors fighting alongside family members [survivors with the same surname] get an attack and defense bonus</p>
<p>- A survivor can only be cured once per hour.</p></blockquote>
<p>If you&#8217;d like to help flap out, or just give his version a whirl, head over to the <a href="">progress log</a> on the forums, or check out the <a href="http://forums.zafehouse.com/index.php/topic,94.0.html">list of planned changes and ideas</a>.</p>
<p><a href="http://forums.zafehouse.com/index.php/topic,97.0.html">Zafehouse Infection V1.00 &#8211; Fan edition &#8211; Progress Log</a> [Zafehouse forums]</p>
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		<title>Six new Zafehouse 2 screenshots</title>
		<link>http://www.theplaywrite.com/zafehouse-2/six-new-zafehouse-2-screenshots/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=six-new-zafehouse-2-screenshots</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/six-new-zafehouse-2-screenshots/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 01:32:06 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[screenshots]]></category>
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		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=790</guid>
		<description><![CDATA[If you take a gander at Zafehouse 2&#8242;s media section at the official Zafehouse website, you&#8217;ll notice a bunch of fresh screens from the latest build of the game. Combined, the shots demonstrate combat, the day/night cycle, trade window, furniture destruction and a heap of UI updates over the first gameplay video. All the thumbnails [...]
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			<content:encoded><![CDATA[<p><a href="http://www.zafehouse.com/images/zh2/zh2_1_big.jpg"><img src="http://www.zafehouse.com/images/zh2/zh2_1.jpg" class="right" /></a>If you take a gander at <a href="http://www.zafehouse.com/games/Zafehouse%202/Media">Zafehouse 2&#8242;s media section</a> at the official <a href="http://www.zafehouse.com">Zafehouse website</a>, you&#8217;ll notice a bunch of fresh screens from the latest build of the game. Combined, the shots demonstrate combat, the day/night cycle, trade window, furniture destruction and a heap of UI updates over the <a href="http://www.playwrite-blog.net/zafehouse-2/zafehouse-2-gameplay-video-1/">first gameplay video</a>.</p>
<p>All the thumbnails can be clicked for larger versions, if squinting isn&#8217;t your thing, and I can assure you they want to be clicked. By you. <i>Right now</i>.</p>
<p><a href="http://www.zafehouse.com/games/Zafehouse%202/Media">Zafehouse 2 &#8211; Media</a> [Zafehouse]</p>
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		<title>Barricading doors 101: How to keep those pesky undead outside</title>
		<link>http://www.theplaywrite.com/zafehouse-2/barricading-doors-101-how-to-keep-those-pesky-undead-outside/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=barricading-doors-101-how-to-keep-those-pesky-undead-outside</link>
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		<pubDate>Fri, 11 Dec 2009 01:12:35 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[simulators]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[undead]]></category>
		<category><![CDATA[vb .net]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=782</guid>
		<description><![CDATA[A game of Zafehouse 2 is broken up into three phases &#8211; scavenge, fortify and defend. During the scavenge phase, you&#8217;ll need to gather supplies, survivors and survey buildings to assess their ability to hold up against attack. For the fortify phase, barricading doors, upgrading buildings and positioning survivors will be your top priorities. Finally, [...]
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			<content:encoded><![CDATA[<p><img src="http://www.playwrite-blog.net/wp-content/uploads/2009/12/door_board.jpg" class="right"> A game of Zafehouse 2 is broken up into three phases &#8211; scavenge, fortify and defend. During the scavenge phase, you&#8217;ll need to gather supplies, survivors and survey buildings to assess their ability to hold up against attack. For the fortify phase, barricading doors, upgrading buildings and positioning survivors will be your top priorities. Finally, the defend phase will have you fending off waves of undead until the last walking corpse collapses at your feet, the victim of a well-placed bullet/machete/chainsaw wound. Today we&#8217;re going to take a quick look at the second of these phases &#8211; specifically the art of barricading.</p>
<p>Everyone knows how a door works; it&#8217;s a big hole, usually with some sort of removable hunk of wood or metal, that allows or denies passage between two areas. This pretty much describes the doors in Zafehouse 2&#8230; with the exception that you can transform a door in Z2 into a nigh-impenetrable force.</p>
<p>If you watch the <a href="http://www.playwrite-blog.net/zafehouse-2/zafehouse-2-gameplay-video-1/">first gameplay video</a>, you&#8217;ll see doors are barricaded by right-clicking on one and selecting a reinforcement level. I wasn&#8217;t entirely happy with the simplicity and non-interactivity of this model, and so it&#8217;s evolved significantly in the last month or so. The biggest change is that doors can undergo three types of modification &#8211; barricading, narrowing and blocking. These upgrades are applied on a door-by-door basis, so you&#8217;ll have fine-grained control of your defenses.</p>
<p><span id="more-782"></span>Barricading is the most important mod. Currently you can have up to six barricades in place, and each one increases the amount of punishment the door can take. As a door is attacked by zombies, there&#8217;s a chance a barricade will fail. This chance increases each time the door is attacked, and resets once a barricade falls. The higher the barricade level, the longer it takes for each barricade to fail. So, sure, you can have a single barricade on a door, but expect it to fail pretty quickly. </p>
<p>Barricades also reduce the chances of a zombie attack &#8220;slipping&#8221; through. With six in place, it&#8217;s unlikely the survivors defending that door will get hit by a stray undead fist. A single barricade however means there&#8217;s a good chance a survivor will get hit. Note a survivor cannot become infected by attacks through doors, unless all the barricades have failed.</p>
<p>Narrowing reduces the number of zombies that can attack a survivor through a door. A door that hasn&#8217;t been narrowed at all allows four zombies to have a go at the survivors defending it, while a fully narrowed door halves this number. Narrowing also slightly reduces the strength of zombie attacks against the door.</p>
<p>Finally, blocking a door stems the flow of zombies into a room once the barricades have failed. Normally, eight zombies can shamble into a room each turn, if no survivors are there to stop them. A door that&#8217;s been totally blocked reduces this amount to four. As with narrowing, blocking a door shaves a bit off the damage a zombie can do to the barricades each turn.</p>
<p>Modifications can&#8217;t be performed on a door that&#8217;s under attack, so don&#8217;t be scared to barricade the hell out of any door that could face an assault. And you&#8217;ll want to make sure you have enough barricades to go round &#8211; each modification has a different supply cost, with narrowing being the most expensive and standard barricading the cheapest.</p>
<p>Expect screenshots of this feature soon!</p>
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		<title>A cop, priest and nurse walk into a zombie apocalypse&#8230;</title>
		<link>http://www.theplaywrite.com/zafehouse-2/a-cop-priest-and-nurse-walk-into-a-zombie-apocalypse/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=a-cop-priest-and-nurse-walk-into-a-zombie-apocalypse</link>
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		<pubDate>Thu, 03 Dec 2009 00:47:40 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[simulator]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[survivors]]></category>
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		<category><![CDATA[Zafehouse]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=773</guid>
		<description><![CDATA[Survivors are the single most important tool you have in Zafehouse 2. It&#8217;s up to them to upgrade and barricade doors, raid buildings, place traps and search for others. As you can understand then, getting the right mix of professions in your band of stalwart defenders is critical to winning the game. Zafehouse 2&#8242;s first [...]
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			<content:encoded><![CDATA[<p><img src="http://www.playwrite-blog.net/wp-content/uploads/2009/12/copzombie.jpg" class="right">Survivors are the single most important tool you have in Zafehouse 2. It&#8217;s up to them to upgrade and barricade doors, raid buildings, place traps and search for others. As you can understand then, getting the right mix of professions in your band of stalwart defenders is critical to winning the game. </p>
<p>Zafehouse 2&#8242;s first scenario, called &#8220;Patient Zero&#8221;, starts you off with two survivors. Both are civilians without intrinsic perks or abilities. They call a lone, 3-4 room house their base. The supply situation is grim at best. Sure, medicines, barricades and even weapons would be great, but if they plan on coming out of the apocalypse unscathed, they&#8217;re going to need something special.</p>
<p>They&#8217;ll need someone who knows what the hell they&#8217;re doing.</p>
<p>To satisfy this desperate requirement, the scenario allows you to recruit up to four additional survivors, for a total of six. If you stick to raiding houses and stores, then your group will slowly fill with civilians, just as green behind the ears as your original duo. But, if you&#8217;re willing to take a few (properly prepared for) risks, then a grizzled cop, knowledgeable doctor or calming priest could call your cohort home.</p>
<p>Let&#8217;s pick out the cop to show how expert survivor recruitment works. You&#8217;ve gone and raided a few homes and collected a pistol, a few bats and a machete. You&#8217;ve scavenged a couple of meds and have enough barricades to insulate your main party from your forward scout if things turn gruesome. You distribute your weapons, hand over your bandages to your scout, and move your guys outside the police station.</p>
<p>You&#8217;re as ready as you&#8217;ll ever be.</p>
<p><span id="more-773"></span>Searching a large and important building like the police station is a dangerous affair. During the start of the outbreak, it&#8217;d have looked an appealing sanctuary for the scared masses&#8230; including those already infected. It&#8217;s not the hive of undead activity the hospital is, but it remains an active breeding ground for zombies. In fact, unless you bust in with a squad of shotgun-wielding crack commandos, someone&#8217;s going to die. </p>
<p>Or worse, become infected.</p>
<p>But, these are the choices you have to make. Surely the experience of a seasoned constable is worth the risk of losing someone? The final assault will be more easily weathered with their collected mental and physical prowess. Is that enough to justify leaving a survivor behind as zombie food?</p>
<p>It&#8217;s entirely up to you. </p>
<p>If you do go ahead, you&#8217;ll need to clear at least 50% of the police station. After this point, you&#8217;re guaranteed to find a cop hiding out somewhere inside the building. It could be the very next room after the 50% mark, or it could be the last, frenzied clearing of a undead-packed gaol cell. If uncertainty makes you nervous, you can always improve your chances by splitting up and clearing rooms faster.</p>
<p>You know, if you think your survivors can handle a dozen zombies solo.</p>
<p>When the cop does show up, you&#8217;ll be glad you went to the trouble. Unlike the frightened novices you&#8217;ve collect so far, cops come equipped with a firearm, a combat perk and a unique &#8220;group&#8221; bonus. As long as other survivors stay near them, they&#8217;ll benefit from their leadership and perform better and last longer.</p>
<p>More details of each survivor type will be released once they&#8217;re finalised. Sufficed to say, you&#8217;re going to want a couple in your final group&#8230; unless a gory slaughter at the hands (and teeth) of a horde of hungry reanimated corpses tweaks your knobs.</p>
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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>
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		<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>
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		<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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		<title>Psycho Killer&#8230; the *scariest* game ever (but not for the reasons you think)</title>
		<link>http://www.theplaywrite.com/general/psycho-killer-the-scariest-game-ever-but-not-for-the-reasons-you-think/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=psycho-killer-the-scariest-game-ever-but-not-for-the-reasons-you-think</link>
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		<pubDate>Wed, 11 Nov 2009 18:31:10 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[amiga]]></category>
		<category><![CDATA[cd32]]></category>
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		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=725</guid>
		<description><![CDATA[It&#8217;s the late 90s. Reeboks are all the rage, your Dad&#8217;s buying you pogs and for some reason, no one can stop dancing the Macarena. And, hiding away in the Amiga CD32&#8216;s modest catalogue of games is Psycho Killer &#8211; an interactive FMV survival horror title. I never finished Psycho Killer on its native platform [...]
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			<content:encoded><![CDATA[<p><img src="http://www.playwrite-blog.net/wp-content/uploads/2009/11/pk_right.jpg" class="right">It&#8217;s the late 90s. Reeboks are all the rage, your Dad&#8217;s buying you pogs and for some reason, no one can stop dancing the Macarena. And, hiding away in the <a href="http://en.wikipedia.org/wiki/Amiga_CD32">Amiga CD32</a>&#8216;s modest catalogue of games is Psycho Killer &#8211; an interactive FMV survival horror title. I never finished Psycho Killer on its native platform (I got perhaps half-way through), but I felt compelled recently to give it another crack, arse-painted graphics be damned.</p>
<p>So, Rob and I went a little video crazy over at <a href="http://www.uudders.com">Up Up Down Down</a>, our alternative gaming blog, and <a href="http://www.uudders.com/survival-horror-101-psycho-killer-amiga-cd32/">recorded the entire, hilarious, experience</a>. Somehow, we make Morgan Freeman creepy, bring back the Reebok, and learn just how deadly a blunt machete can be.</p>
<p><a href="http://www.uudders.com/survival-horror-101-psycho-killer-amiga-cd32/">Survival Horror 101: Psycho Killer Amiga CD32</a> [Uudders]</p>
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		<title>Zafehouse 2, now with pathfinding (and outside movement)</title>
		<link>http://www.theplaywrite.com/zafehouse-2/zafehouse-2-now-with-pathfinding-and-outside-movement/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=zafehouse-2-now-with-pathfinding-and-outside-movement</link>
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		<pubDate>Sun, 08 Nov 2009 23:26:33 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
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		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=714</guid>
		<description><![CDATA[I don&#8217;t have anything super huge to divulge this update, but I can say that, after many requests, I&#8217;ve added outside movement to Zafehouse 2. This means instead of taking a turn to move from one edge of the map to the other, it&#8217;s looking closer to five or six turns, as you dodge between [...]
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			<content:encoded><![CDATA[<p>I don&#8217;t have anything super huge to divulge this update, but I can say that, after many requests, I&#8217;ve added outside movement to Zafehouse 2. This means instead of taking a turn to move from one edge of the map to the other, it&#8217;s looking closer to five or six turns, as you dodge between buildings and the inevitable (and darn hungry) undead.</p>
<p>Currently, you can only move to entrances and zombie &#8220;hotspots&#8221;, as I didn&#8217;t really see the need to position survivors outside in the middle of nowhere. If someone can give me a really (really) good reason why it should be any different, I&#8217;ll think about it.</p>
<p>Implementing outside movement required me to confront my fear of <a href="http://www.policyalmanac.org/games/aStarTutorial.htm">A* pathfinding</a> and, while it was a tortuous and many times frustrating endeavour, my work paid off.</p>
<p>I also took the opportunity to give the underlying graphics engine (which isn&#8217;t so much an engine as it is one of those tiny electric motors you get in a toy racecar) a boost. The game now supports <a href="http://en.wikipedia.org/wiki/Double_buffering">double-buffering</a> of the pixel kind, which has improved drawing performance by a metric arseload. Scrolling around the map is now smooth as buttery silk, even considering the sledgehammer-like approach I have to 2D visuals (read: amping the crud out of <a href="http://msdn.microsoft.com/en-us/library/ms533798(VS.85).aspx">GDI+</a>)</p>
<p>It&#8217;s time now in Zafehouse 2&#8242;s development for me to work on the meat and potatoes&#8230; or the &#8220;actual game&#8221; as it&#8217;s called in some parts. Which means details should get juicer, and the gameplay videos tastier as time goes on.</p>
<p>Again, thanks for bearing with me. There are moments when I wish I had whole days (weeks even) to commit to the title, instead of the couple of hours a night I have now. I&#8217;m not at the point yet where I&#8217;m willing to sacrifice my social life. :)</p>
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