For this week’s peek, I’ve rounded up a couple of posts I’ve made recently that contain info on Zafehouse 2. If you missed them, then I’m sure you’ll find this interesting. If not, feel free to read them again!
Movement is pretty streamlined at the moment. The amount of actions a survivor can perform is determined by their location. Clearing an unexplored or retaken room and entering/leaving a building takes one turn. Moving from any one room to another room within a building takes one turn, so long as the path between the rooms is clear. Barricading all the doors in a room takes one turn, while combat can occur over multiple turns. Each turn is around 15 minutes, and the entire game occurs over the course of 24 hours. So you’re looking at about 96 turns in total, but there are ways to reduce/increase this number through perks and events. Basically, I’m not sure how vehicles would fit into this. It might be the basis of a scenario though.
Zombies won’t be the only enemies you encounter, but combat currently is purely with the undead. Events will come up that ask you to deal with other survivors, either by incorporating them into your group, giving them supplies or, if you’re feeling evil, killing them. It’s possible that an expansion might include combat with humans (or even animals) but the AI to do this would be a task in itself. As you can imagine, zombie AI isn’t massively complex. :)
Buildings will only have multiple rooms, yes. I was contemplating multiple floors, and it’s still a possibility, but it’s very low on the list (mainly for technical reasons). There’s already quite a bit of tactical decision-making and I’m happy with the balance right now. As for survivors in rooms – that’s the core gameplay! Making choices about which building (or buildings) to hold up in for the final assault, which doors to barricade, how many supplies/weapons to leave in caches (as your survivors have limited carrying capacities) is what it’s all about. :) Also, the shotgun is no longer the be-all, end-all of weapons. Some are better at taking out zombies when they close in on a building, some are better at picking them off through barricades, and others are superior when they’re right on top of you. That’s why survivors can carry two weapons. For example, a bolt-action rifle is great for the first attack, but you’ll be dumping it quickly once they’re at the door for an SMG, and then when they bust through, you’ll have the shotgun or machete ready.
There’s a lot of backend stuff that’s been done. Most of the work now is content-related (writing event text and actions) and getting the combat system working (it’s probably the most complex part of the game). I could release something, but it’d be like playing Solitaire with the numbers missing on the cards. :P I plan to release a demo at some stage, but it won’t be for a few months. Sorry!
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