<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: A quick Zafehouse 2 screenshot</title>
	<atom:link href="http://www.theplaywrite.com/zafehouse-2/a-quick-zafehouse-2-screenshot/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.theplaywrite.com/zafehouse-2/a-quick-zafehouse-2-screenshot/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=a-quick-zafehouse-2-screenshot</link>
	<description>Fine wine of game design</description>
	<lastBuildDate>Sat, 21 Jan 2012 07:19:19 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Zafehouse 2: A taste of tactical survival horror &#187; Up Up Down Down - Where games are cooler than your mum</title>
		<link>http://www.theplaywrite.com/zafehouse-2/a-quick-zafehouse-2-screenshot/comment-page-1/#comment-432</link>
		<dc:creator>Zafehouse 2: A taste of tactical survival horror &#187; Up Up Down Down - Where games are cooler than your mum</dc:creator>
		<pubDate>Wed, 14 Oct 2009 03:29:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=591#comment-432</guid>
		<description>[...] a sequel. After a false start, Zafehouse 2 became properly tangible, and even playable. There are screenshots, even, and like, [...]</description>
		<content:encoded><![CDATA[<p>[...] a sequel. After a false start, Zafehouse 2 became properly tangible, and even playable. There are screenshots, even, and like, [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Logan</title>
		<link>http://www.theplaywrite.com/zafehouse-2/a-quick-zafehouse-2-screenshot/comment-page-1/#comment-418</link>
		<dc:creator>Logan</dc:creator>
		<pubDate>Tue, 08 Sep 2009 17:01:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=591#comment-418</guid>
		<description>Just wanted to mention each &quot;unit&quot; of ammo can represent multiple rounds for different weapons. Here&#039;s a screenshot to help illustrate: http://www.zafehouse.com/images/ammo_example.jpg.

In the above image, you could reload this pistol with one ammo unit, which would translate into two shots. An SMG would get three rounds per unit, and a shotgun just one round per unit.</description>
		<content:encoded><![CDATA[<p>Just wanted to mention each &#8220;unit&#8221; of ammo can represent multiple rounds for different weapons. Here&#8217;s a screenshot to help illustrate: <a href="http://www.zafehouse.com/images/ammo_example.jpg" rel="nofollow">http://www.zafehouse.com/images/ammo_example.jpg</a>.</p>
<p>In the above image, you could reload this pistol with one ammo unit, which would translate into two shots. An SMG would get three rounds per unit, and a shotgun just one round per unit.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: kulik242</title>
		<link>http://www.theplaywrite.com/zafehouse-2/a-quick-zafehouse-2-screenshot/comment-page-1/#comment-417</link>
		<dc:creator>kulik242</dc:creator>
		<pubDate>Sun, 06 Sep 2009 09:05:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=591#comment-417</guid>
		<description>I understand, but it doesn&#039;t seems right. Please reconsider a way make it so that the distance between building plays a role. Waypoints may be too complicated perhaps something more simple. For instance wouldn&#039;t it be possible to evaluate movement cost by radius? Center would be the room from which i abandoned the house, move to another house in certain radius would cost 1 turn in bigger radius 2 turns and outside of those two circles three turns.  
Or divide playground into square board like in chess.
Or make it so that buildings have characterized neighbours houses (closest building in direction N,NE,E,SE,S,SW,W,NW) and in one turn you can move only from one building to another.</description>
		<content:encoded><![CDATA[<p>I understand, but it doesn&#8217;t seems right. Please reconsider a way make it so that the distance between building plays a role. Waypoints may be too complicated perhaps something more simple. For instance wouldn&#8217;t it be possible to evaluate movement cost by radius? Center would be the room from which i abandoned the house, move to another house in certain radius would cost 1 turn in bigger radius 2 turns and outside of those two circles three turns.<br />
Or divide playground into square board like in chess.<br />
Or make it so that buildings have characterized neighbours houses (closest building in direction N,NE,E,SE,S,SW,W,NW) and in one turn you can move only from one building to another.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Logan</title>
		<link>http://www.theplaywrite.com/zafehouse-2/a-quick-zafehouse-2-screenshot/comment-page-1/#comment-416</link>
		<dc:creator>Logan</dc:creator>
		<pubDate>Sun, 06 Sep 2009 01:59:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=591#comment-416</guid>
		<description>1) The climate will affect gameplay when players are outside, I just haven&#039;t decided what form the benefits/drawbacks will take.

2) Ammo is universal, with the more powerful weapons using more ammo than the weaker ones. You&#039;ll still need to make the sort of decisions you mention, because 1 unit of ammo for the pistol equals more shots than that of the shotgun.

3) Distance does not affect the time it takes. Moving into a building takes one turn, as does moving out. I played around with waypoints and such when outside, but it was going beyond the scope of the game.</description>
		<content:encoded><![CDATA[<p>1) The climate will affect gameplay when players are outside, I just haven&#8217;t decided what form the benefits/drawbacks will take.</p>
<p>2) Ammo is universal, with the more powerful weapons using more ammo than the weaker ones. You&#8217;ll still need to make the sort of decisions you mention, because 1 unit of ammo for the pistol equals more shots than that of the shotgun.</p>
<p>3) Distance does not affect the time it takes. Moving into a building takes one turn, as does moving out. I played around with waypoints and such when outside, but it was going beyond the scope of the game.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: kulik242</title>
		<link>http://www.theplaywrite.com/zafehouse-2/a-quick-zafehouse-2-screenshot/comment-page-1/#comment-415</link>
		<dc:creator>kulik242</dc:creator>
		<pubDate>Sat, 05 Sep 2009 09:57:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=591#comment-415</guid>
		<description>Oh a snow map, its looks great!
Does clima affect gameplay somehow or its just visual?
Hmm ammo is universal? I was hoping for small arms/rifle/shotgun ammo selection for need to decide to take more powerfull weapon running low on ammo or stick to glock because i have two more clips.
One more thing i wish to ask. Time needed to move from one house to another house is affected by their distance?
Thanks</description>
		<content:encoded><![CDATA[<p>Oh a snow map, its looks great!<br />
Does clima affect gameplay somehow or its just visual?<br />
Hmm ammo is universal? I was hoping for small arms/rifle/shotgun ammo selection for need to decide to take more powerfull weapon running low on ammo or stick to glock because i have two more clips.<br />
One more thing i wish to ask. Time needed to move from one house to another house is affected by their distance?<br />
Thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Logan</title>
		<link>http://www.theplaywrite.com/zafehouse-2/a-quick-zafehouse-2-screenshot/comment-page-1/#comment-414</link>
		<dc:creator>Logan</dc:creator>
		<pubDate>Sat, 05 Sep 2009 07:57:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=591#comment-414</guid>
		<description>No, blue just means it&#039;s a door that goes outside (an entrance basically). It was originally just a debug colour so I could tell the game was correctly flagging doors. Windows aren&#039;t marked in any way other than the colour of the room. At this point, only zombies can enter through windows, not survivors, though I might expand on this if I feel it&#039;s needed.

Maps are randomly generated for the most part, but the placement of hospitals, police stations, schools, etc is procedural. Scenarios might be fixed maps, or randomly generated to fixed specifications. Custom games will have settings so you can choose which buildings are included when the map is created.

I know this isn&#039;t that informative... I&#039;ll have more details in a few weeks. I will say I do like the scrolling through seeds idea... I quite liked it in Team 17&#039;s Worms, and there&#039;s not a great deal holding me back technically from implementing it. It&#039;ll probably be in a patch though... I&#039;m keen to focus on the core stuff so I can get the game out sooner. :)

Edit: Actually, screw it. I&#039;ll make windows appear like doors, but coloured differently. A really good idea Coded One, thanks. :D</description>
		<content:encoded><![CDATA[<p>No, blue just means it&#8217;s a door that goes outside (an entrance basically). It was originally just a debug colour so I could tell the game was correctly flagging doors. Windows aren&#8217;t marked in any way other than the colour of the room. At this point, only zombies can enter through windows, not survivors, though I might expand on this if I feel it&#8217;s needed.</p>
<p>Maps are randomly generated for the most part, but the placement of hospitals, police stations, schools, etc is procedural. Scenarios might be fixed maps, or randomly generated to fixed specifications. Custom games will have settings so you can choose which buildings are included when the map is created.</p>
<p>I know this isn&#8217;t that informative&#8230; I&#8217;ll have more details in a few weeks. I will say I do like the scrolling through seeds idea&#8230; I quite liked it in Team 17&#8242;s Worms, and there&#8217;s not a great deal holding me back technically from implementing it. It&#8217;ll probably be in a patch though&#8230; I&#8217;m keen to focus on the core stuff so I can get the game out sooner. :)</p>
<p>Edit: Actually, screw it. I&#8217;ll make windows appear like doors, but coloured differently. A really good idea Coded One, thanks. :D</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Coded One</title>
		<link>http://www.theplaywrite.com/zafehouse-2/a-quick-zafehouse-2-screenshot/comment-page-1/#comment-413</link>
		<dc:creator>Coded One</dc:creator>
		<pubDate>Sat, 05 Sep 2009 05:53:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.playwrite-blog.net/?p=591#comment-413</guid>
		<description>Wow... This is looking great, can&#039;t wait for release/public beta!

Also: Is blue specifically a window? Or just any door or window that leads to outdoors? And is the map procedurally generated? Part of me wants it to be random, but part of me would want a mode that allows me to play the same map over and over again to find those perfect defensible positions.

Or maybe use seeds like AI War does. In AI War I can scroll through the seeds till I find an interesting map, it&#039;s pretty snazzy.

Link to AI War: http://www.arcengames.com/</description>
		<content:encoded><![CDATA[<p>Wow&#8230; This is looking great, can&#8217;t wait for release/public beta!</p>
<p>Also: Is blue specifically a window? Or just any door or window that leads to outdoors? And is the map procedurally generated? Part of me wants it to be random, but part of me would want a mode that allows me to play the same map over and over again to find those perfect defensible positions.</p>
<p>Or maybe use seeds like AI War does. In AI War I can scroll through the seeds till I find an interesting map, it&#8217;s pretty snazzy.</p>
<p>Link to AI War: <a href="http://www.arcengames.com/" rel="nofollow">http://www.arcengames.com/</a></p>
]]></content:encoded>
	</item>
</channel>
</rss>

