Zombie Exodus: Safe Haven, Part 3 - releasing 3/3/2022

Hey Jim. I gave feedback in the original Zombie Exodus that was implemented, which I really appreciated and felt good about contributing. It’s been years since I’ve played Zombie Exodus: Safe Haven (actually, I hadn’t even played Part 2 2.0). But, I was temporarily laid off from my job due to COVID, so I have a lot of time on my hands, and I decided to revisit ZE:SH.

I played through ZE:SH 1&2 again, and I did run into some errors (like all my ammo disappearing or the militia commenting on “the old woman” when she was dead). I decided to try out Part 3. I did run into a bug where I had something like 650 food, and then one day the camp used up 999 food, bringing me down to 0.

I decided to stop and report a new low-level issue I ran into just now.

My character is from Nightfall. I just met Fred for the first time. The dialogue says:

“Finally there is an olive skinned young woman who’s rambling on, though no one seems to be listening. That’s when you do a double take and realize it’s”

It’s just blank there. Then, Billie comes and makes an introduction, saying Fred said I was his neighbor.

Then Fred introduces himself, acting like we’ve never met before, even though Billie referenced me being his neighbor.

I’ll try to provide feedback on any other problems I run into. I’m thinking of becoming a patron of yours for one month to access the rest of the beta, and if I do, I’ll be sure to provide feedback on that as well. Hope everything has been going well with you.

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yeah, I thought Fred should recognize his neighbor too.

But then again, I don’t really pay attention to or interact with all of my neighbors so maybe it’s possible this is their first time actually meeting.

I do hope that once the game is finished though, your interactions with Fred from the beginning of the outbreak play a role in whether he recognizes you or not.

I mean, in my playthrough I used the CB radio to contact his mom for him and he also hooked me up with some chili and supplies, so we definitely should know each other.

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Why did you pick these specific characters to have scripted deaths though? If no character is immune to death, why did the other characters get to survive and these 3 are unavoidable deaths? :frowning:

It would probably be hard to code, but I think randomly picking 3 characters to die would be more fair. Or attribute/skill checks to potentially save them. Like if you have high enough Perception you could notice the zombies seconds before the attack and have to choose who to save or something.

Granted, I haven’t played the teenager route in the demo yet, but I think being able to say they’re dead is fine. I don’t see it as magically making the parents dead because of the MC’s decision. Could be explained by something like “I watched them die” or “I searched them out and found them dead” or something like that. Or the parents could have died before the pandemic, who knows? I think it adds more options for people to choose how their character’s history is, as it is an RPG. I mean, if you don’t like the option, just don’t pick the “they’re dead” option, right? :wink:

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I think that, in fact, doing so would be much more work than scripted deaths. Because not only the author would still have to write all the content for all the ROs, but also have to add the additional code to randomly pick who dies (and the following repercussions).

With scripted deaths, he goes down to 11 ROs and 5 non RO NPCs; that’s less workload, he won’t have to write more about those 3 ever. But if he makes 3 possible random deaths, he will have to write content for 12 ROs and 7 non ROs NPCs (PLUS extra variations depending on who died). That’s… a lot of extra work, and as he said, it can become simply unmanageable.

As far as I know when it comes to IF, scripted deaths and events are a sure way to reduce variations (workload). Which is an issue if the game is linear, but this one isn’t; and for a one-man show, this one has a wacky ammount of possibilities and work.

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Okay first playthrough as leader:

Summary

Review of NightFallen:

Second-in-command: Jaime
Jaime’s likable nature fits well with this group’s survival style, and people have no trouble taking orders from him. As the number two, he’s doing a bloody good job.

Group cook: Reilly
While he is certainly a good cook and knows how to stretch out ingredients, his rowdy demeanor is somewhat offputting to some of the survivors. I rather enjoy his contentious attitude. Others, not so much. He does not accept any criticism. When Brody told him the scrambled eggs were too salty, Reilly flipped the whole tray over and closed the kitchen. Obviously that closed the complaints department. Luckily for us, his food is quite good.

Quartermaster: Nora
What can I say about Nora that hasn’t already been said by, sure, authorities of Colorado and potentially the FBI? She treats the storage room with the finesse of a large pitbull and believes she’s actually trading goods, not dispensing them. When I went to her to check out a pair of binoculars, which I had donated to the group, dear Nora asked for a six pack of Bud Light in exchange. It took some convincing on the quartermaster’s responsibilities. In the end I got the binoculars but somehow lost my dessert for the evening meal. All that being said, members of our group seem to enjoy her panache.

The Junkyard’s well provided seventy-five units of water per day for the week. It’s refilling slowly now.

Chores (1 assigned): 1 person helped on chores.

We had an adequate number of people assigned to chores. Cleaning the Junkyard, doing laundry, and tidying up the place greatly improves morale.

Current free space in Junkyard: 350
Space cleared—150

The new space cleared in the Junkyard will aid greatly in improving our safe haven. In addition to the space, we were able to accumulate 5 electric parts, 5 mech parts, 10 metal parts, and 15 wood parts.

Fishing (2 assigned): 40 units of food.

We had enough people fishing. Fish are a healthy meat and having a lake so close by provides an exceptional opportunity for sustainable food.

Foraging (2 assigned): 10 units of food and 1 medicinal herbs.

We have enough people foraging. Honestly, this is the max number we should send out. Foraging provides fruits and veggies and sometimes plants with medicinal qualities, all of which we need to stay healthy during this outbreak.

Hunting (3 assigned): 567 units of food.

That’s what I call a proper hunt. I chalk it up to sending out enough people for the job. Brilliant.

Scavenging (2 assigned): 24 units of food.

Besides the food and some water, scavenging produced the following: fifty feet of rope, two lighters, and a set of cookware.

My guess is that we did not send enough people out for scavenging. Of course there are many factors we can use to judge success or failure, but the more people we have going out and searching for food and supplies increases our likelihood of finding what we need.

Trench, level 1 (2 assigned): completed.

I’m glad were digging the trench, and once it’s done we will have another deterrent from intruders. We should continue to dig out this trench and hopefully finish soon.

Watch Duty (4 assigned): This seems to be the correct number of group mates on watch duty. We are already spread so thinly, I’m not sure how many more we can use for security.

JUNKYARD SUMMARY

Food:
Previously—320
Food gained—653
Food used—973
Current—0

Water:
Previously—220
Water gained—587
Water used—270
Current—537

Power:
Previously—40
Power gained—0
Power used—18
Current—22

Offense & Defense
Previous offense—4
Previous defense—4
Gained offense—0
Gained defense—4
Current offense—4
Current defense—8

Morale:
Previously—81
Gained—15
Breakdown of gains—High water supply, Bandages, Batteries, Duct tape, First aid supplies, Lighters, Liquid cleaners, Ointments, Pain killers, Shampoos, Sunscreen
Lost—27
Breakdown of losses—Very low food supply, Very low power supply, Candy, Cigarettes, Coffee, Marijuana cigarettes, Sodas, Toilet paper, Vitamin supplements
Current—72

Allegiance:
Previously—77
Gained—9
Breakdown of gains—High water supply, 3 survivors equipped with firearms
Lost—20
Breakdown of losses—Very low food supply, Very low power supply, 11 survivors lack firearms
Current—69

Food used seems way off the chart for normal rations, especially compared to water used.
Supply situation (particularly with regard to firearms) should of course be better once imports are allowed, but nothing can beat this amount of food use.

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Unfortunately, the parents are definitely alive and out of town at the start of the outbreak. The teen tries to phone them, only to have the phone answered by a stranger who says that he found the phone on a corpse, which the teen presumes to be their parent, but might not be. (Also, I don’t think Jim really wants to have to retcon something from Part 1.)

I don’t know what Jim has planned, but I’m assuming that Tiberius and his wife are planned to be new characters no matter what, and it’s only whether the teen MC is their child that’s changeable. :thinking: (I don’t think Jim is going to introduce a pair of major characters who are planned to stay around just for one background, and I also don’t think he’s going to introduce someone called Tiberius Wolfdrake to have him be as minor as the background-specific characters… :sweat_smile:) So, the way I could see it happening is that when Eli gives the MC the choice to phone John, the MC can choose something like “No thanks, my parents are dead.” and when Tiberius and… idk Julia turn up, they’re just an unrelated couple. :thinking: Meanwhile, a player who chooses to try to contact their parents gets told that they at least survived the initial outbreak, and presumably gets to reconnect with them when they arrive. (Or I could be completely wrong and it goes in a totally different direction. :man_shrugging:)

Note that I don’t think that there’s anything wrong with the player choosing things that are out of their character’s power to influence, especially if what they’re choosing doesn’t directly contradict something that was already established. :thinking:

(@JimD: there should probably be a check to see if the player calls their father Tiberius… :sweat_smile:)

Yeah; there are a few bugs with the skip to Chapter 9. No food, Kelly is always kidnapped (no matter what you choose), none of the neighbours actually recognise you, and the nephew is evil. :man_shrugging:

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first of all, thank you for summarizing the teen path for me! :slight_smile:

and I think your idea could work. Like if the MC says “no thanks”, then their parents really are dead and this new pair of people are complete strangers. If the MC responds positively then it turns out that their parents are somehow alive.

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@Dannie and @JimD
I know, and good points. I honestly only take issue with Gina being killed off. If the MC is not a crafter, then the group loses its only real crafter AND another of its aspiring crafters Church. This leaves Woody, and Madison as the only others who can do decent crafting. This significantly reduces the groups effectiveness to build and I figured that’s where this story was heading, rebuilding.

Gina is a badass engineer, and she is good at a little of everything else. The only reason I didn’t romance her regularly was because she just lost her husband and needed time. I was looking forward to actually having a chance at a relationship with her. She is also one of the few in the entire group we can trust to not have alterior motives that would hurt the group.

So unless one of the new romances is as good as her, the group loses a SERIOUS asset and I will be wishing for her every step of the way in the future.

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All true, but I figure we can recruit more in other chapters to come, maybe we can even merge with another friendly group again, like we already did with Rachel’s people.
One key thing about these types of games is that the group composition is constantly changing, though of course my mc’s try their best to keep as many people as possible alive.

Besides, wasn’t at least one of teen mc’s parents an engineer? If so Tiberius might be Gina’s replacement to come. :thinking:

Of course my teen mc’s is a real budding McGyver junior, but my movie star mc certainly isn’t a crafter either.

I hope so, it would certainly be refreshing since far too many mc’s are or become orphans and/or most parents are conveniently absent.

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I wonder if the the father of the nephew, if you have him, will show up. He’s never mentioned in the game, so I’ve headcanoned that pretty much all of my nephew-having PCs loathe the guy (and probably with good reason).

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I glad Gina is gone especially with the way she interacted with the nephew and telling him to call her auntie. It feel wrong. Now she can’t brain wash anymore. I will wait for replacement role to fill in.

Or train my mc to have those mad crafting skills

I may have found a low level error. When I went to the DBA, I searched the truck and both greenhouses, but opted not to enter the main building and returned to the junkyard instead. When I got back, Rachel and Jaime ask me about it and the options are as if I had entered and encountered Murphy. Perhaps an error in the coding?

Hopefully that helps!

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Found another error, if you capture and question Murphy it will loop back to the mc encountering Murphy for the first time right after.

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I’m not really familiar with the release process for these games. If you accomplish your goal of finishing development by the end of April, what’s the next step? When can we possibly expect it to release?

Would the game be added to the queue of future releases, meaning all the other upcoming games on the Upcoming Releases thread have to come out first?

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Kinda sad that gina died she’s one of my ro. I hope that there’s a way for me to save her.:sob::sob::sob::sob::sob:

And if gina is really meant to die. Jim can you please create one last threesome scene with gina and jillian before her scripted death scene.

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Thank you very much again for this feedback.

Thank you! I really appreciate your comment and your error report.

I remember you well. Welcome back!

Sorry to hear you were laid off, is even temporarily.

I will check into these issues and the others you reported.

Reasons I chose characters for scripted deaths:

  • Church — not a popular character. He serves as a moral compass for the group, but Parker and Billie do as well.
  • Driver — he has had an arc, and I am not sure where to go with the character. Not a lot of people include him in their group, so I don’t feel he will be entirely missed.
  • Gina — she’s an important character in the group, and I wanted one of the deaths to really hurt. I struggled with choosing an RO but there are more female ROs than male ROs since Rosie is now an option. Gina has had an arc, and I wasn’t necessarily sure where to go with her character.

I deliberated over these for a while, and I still go back and forth on things.

This is exactly what I was thinking.

Yes, exactly. Variable or non-scripted deaths don’t change the workload. In fact they add to it. I just can’t keep making each Part have a three year timeline. I want to come out with Part 4 within eighteen months of publication of Part 3.

Thanks for sharing this playthrough. Food use needs some work, and I’m hoping to make those changes soon. I probably won’t post the changes until after the next version goes live for testing.

That is correct.

I am eventually turning off the option to skip the main building. But thank you for finding this error.

Well, that’s definitely a problem.

I have to send it to Hosted Games, who will send it to a copyeditor and do some testing to prove the game won’t break when published. The queue for publication is also a factor. I’m estimating three months from when I hand it in.

This is sort of in the works. It won’t happen the same as the famed tent scene.

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Any time :slight_smile: We appreciate your hard work and creativity!

Hmm, I see. Valid and fair points made, makes sense. I know you don’t have to justify yourself but thanks for explaining your reasoning :slight_smile:

Ah, gotcha. By the way, is it or will it be possible to recruit Murphy? Just curious.

Awesome, so if you accomplish your goal of end of April, we might possibly see it by July/August? Super excited :smiley:

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Apologies if this the wrong thread but I found two minor errors:


This was in the demo with Tommy Romance Just a small spelling error.

This is from the original game scene in the high school. Luna is my Chihuahua. image|231x500

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Also what is a skill to help with the delusions challenge? I’m trying to play a delusional teen but whenever I go to Fred’s house, they get spooked and leave without scavenging. Is there a main stat or skill that might help?

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