I will have the next mission (fuel run) up by the end of this month, then have the scientist mission by the end of November, and tie it all up by the end of the year. My work in the last week has been to fix errors and improve on the game based on feedback.
Found a dead-ball. I shot Eugene (on the medicine run), and the game crashed with an error message.
{fileName:âhttp://zombieexodus.com/scene.jsâ,lineNumber:431}
Just fyi JimD: The error that Ramidel is talking about is referencing â*labelâ usage.
The code it is referencing is (line 431 is highlighted):
// *goto labelName // Go to the line labeled with the label command *label labelName Scene.prototype["goto"] = function scene_goto(label) { label = label.toLowerCase(); if (typeof(this.labels[label]) != "undefined") { this.lineNum = this.labels[label]; this.indent = this.getIndent(this.lines[this.lineNum]); } else { throw new Error(this.lineMsg() + "bad label " + label); } }
My only guess is that a *label with out anything written caused the error. (Sorry, my interest gets piqued by the most random of things).
Sorry about that. Fixed now but luckily you were at the end of the section and I have to continue with the aftermath of that scene.
Still occurs when I test it.
Also, I tried to kill Devlin with a cavalry sword, and the description of the attack mentions blasting holes in him.
Finally, if you go looking for medicine, even if you havenât been screwing Heather, Emma asks about you and her.
It should be fixed. The browser sometimes stores the old code, so either the cache needs to be cleared, or if you go back in a bit, it will work.
With using the sword on Devlin, I just re-read it and the only bullet holes are from Mindyâs gun. If you see something different, can you post it please?
I added some code such that Emmaâs questioning is passed if you have not slept with Heather.
Thanks @Ramidel for the testing.
Okay, yeah, it was Mindyâs gun. I fail at reading comprehension sometimes. 
Btw I was just thinking, Devlin has been set up to be a possible piece to making a cure, and you only can get to him (from what we know) through the medicine run. Alternatively instead of the medicine run, if youâre a scientist you can set up a lab and choose to work for a cure.
So what Iâm getting at is, can you make a cure by going through one run and not the other (obviously thats the only way it can be done lol)
Or it could simply be that Devlinâs blood scenario is just a plot device to integrate him back into the story and heâs not a cure at all.
@TheKid90
[SPOILERS BELOW]
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The scientistâs mission will be available for all in the future. It will open when you have certain specimens. If you are not a scientist, you will work with one. If you are a scientist, there will be choices to help create a cure (if it is even possible).
It is a pivotal vignette so all character classes will have a role. If you choose not to do the medicine run and not get Devlinâs blood, the scientist mission will still be possible but youâll need to acquire biological specimens before starting it.
This is not just a way to get Devlin back, but as a consequence of meeting him and not killing him, he will return from time to time.
I had planned a mission just for scientists (and thatâs why the choice is gray for all other classes), but as I developed the other missions more fully, I realized all classes should have some interaction with that mission.
Ah I see! Awesome, thanks.
I really liked it! How can you save your character though? 
The official games allow saving characters, and it may be a feature in the future for hosted games. Since people are asking, I will try to build a larger system for restore points.
@JimD Personally, I would rather you didnât bother. I think that time spent doing that could be better spent building more of the game. Besides the fact that if/when CoG offers up a save system for âplayerâ built games, itâs going to be rendered obsolete, things that you add/change at the start of the game are going to be missed, alterations and fixes are going to have to also constantly need updating to the save system, and all in all itâs just a headache thatâs not going to add to the final product.
If you intended to include something like that mid-game from the start (say, because you intended to Exodus to be such a huge project) then I could understand working on it, but it doesnât like you intended to, so I think it would be best if you just let people that want to âcontinueâ a character just make the same choices over again. Itâs not as though itâs a ânormalâ game where you have to put in an amount of effort to get somewhere, nor as though there is a huge ârandomnessâ to the game that makes each time you play it turn out differently.
@Reaperoa I can see the point where the time to develop a system may be better spent creating new vignettes. My concern is that beta testing may be affected if I donât do it. Frankly, testing by people on these forums is a major help and making it easy for everyone may be worth the time.
I may do big ticket things like relationship with Heather, whether Devlin joined the group back in Part 2, and whether you kill Eugene or not. It will be similar to the way I do it now to jump around between Parts.
Do you agree?
This is probably a good topic for ChoiceScript game developers to consider so counter-points and other opinions are appreciated.
Wow thatâs pretty evil, EvilNorton. I could definitely write that in (if the cure is possible).
@EvilNorton Come on, you also need to have âselect individualsâ that would allow you to âpropagate the speciesâ :p. As for one way I think I would want to handle the situation (but donât think Iâm quite âevilâ enough to) the pessimist/egotistical side of me wants to say that the best solution may be to have a short term cure which needs to constantly be re-administered every so many days, then have a long term cure as a backup which would be released after my death (or after I felt that a âgoodâ society was in place enough that it could handle not having a central control). That, of course, depends on the ability to make both. During the years of my life after the âfallâ of modern society, Iâd try to build a fundamentally âgoodâ society, which would then spread out splinter groups with similar ideologies (to prevent any one person from controlling what is left after I die).
One thing, of course, to consider is that if you can make a cure, someone else probably can too. Just a question @JimD, how âlongâ do you plan to make the game in terms of the PCâs life? Like, are you going to make it until a certain point is reached, or do you intended to cover the majority of the PCâs life?
I actually have about a 6 month timeline planned so far. This story has a specific beginning, middle, and end in mind which is start of infection to 6-months post-infection. However, I may change it as the game evolves. I have changed things based on testing already, or feedback from these forums and emails.
Meh i would have loved to see like a 5 year time line and see how the survivors evolve through all that time.
