Zombie Exodus: Safe Haven -- set for release 10/28/16

I meant if a human was killed but not bitten, would they turn into a zombie when dead?

From what I’ve observed, everybody in TWD is already infected, and the zombie bite just send loads and loads of bacteria into the survivors, overwhelming their immune system and allowing the virus to take over.

Jim said there may be stamina checks after getting attacked, so I guess the zombies in SH are somewhat related to the zombies in TWD in terms of infection.

Bites from the zombies in TWD are lethal, like StarshinaSokolov said, 'cause of all the bacteria just floating around in a walking corpse’s mouth. The bite itself isn’t what’s carrying the infection. It’s (presumably) airborne. I don’t think that’s the case here.

From what I remember about ZE1, I’m pretty sure the spread is restricted to bite alone considering how fast-acting and mutagenic the virus seems to be in the lore. Not to mention we got to encounter a live sample of the virus existing outside of a host. I could be wrong though.

@Nira.Raspudos yes, the link at the top is the latest version.

http://zombieexodus.com/ze2/web/mygame/index.html

@StarshinaSokolov

Thanks!

I didn’t want to restrict what people bring, so anything in the inventory is fair game. People seemed not to like selecting items before missions in ZE1. What do you think?

Hmmm I must have broke something in my last update.

@Shoelip

Movie style.

Ammo will become expensive, plus noise will draw attention.

@Bugreporter the zombies in ZE must bite someone, living or dead, to infect him or her. The virus needs to be transmitted. In TWD, everyone has the virus and death allows the virus to take over.

3 Likes

During chapter 2 in a conversation with Parker there is a spelling error
More specifically this scene ā€œSorry about that. Don’t mean to cough in your ear. I was trying to quit smoking but the stress of the last few days erased any chance of kicking the habiitā€

For realism I’d make the player choose weapons before going outside. Ideally one long gun, one side-arm, and a melee (maybe a set of miscellaneous too, such as grenades, pepper spray, etc). But it may be hard to code and people may not like it, so there’s that…

Also, I feel the game is too easy, but in a cruel way. We rarely die but injures are too frequent (which is especially upsetting for a perfectionist like me). I did several runs with dying as an objective, some of them with minimum stamina and no skills at all, and even then dying was a challenge. No matter how suicidally I tried to act, I just ended up injured. Injures can be very fatal in an apocalyptic setting. I’d say let the protagonist die more and make them suffer less :smile:

1 Like

@Jade_Winters thanks, I’ll fix that typo.

@StarshinaSokolov in ZE1, players picked items based on weight. Stronger players could carry several weapons and a few items and gear, while weaker ones may take 1 weapon and a few items.

I don’t think dying early is necessary. If you just start the game, get through the prologue, and advance a day or so, there’s not much story so far. Dead ends can be arbitrary punishment. I rather penalize people for decisions and make them feel that impact. For example, if you let your nephew die, you will suffer some major penalties. Or if you get trapped in a pit, you lose time and suffer an injury.

3 Likes

As much as I think it detracts from the ā€œrealistā€ immersion, I think the new ZE:SH method of choosing your kit is better for gameplay reasons.

With that said, perhaps there should be checks done every once in a while that limit the potential availability while choosing.

I also believe that dying too soon would be detrimental to the game because:

1: It would end up being an annoyance to people that die early for whatever reason - some would give up playing than restarting over and over

2: There needs to be a learning curve cushion in the beginning so a person new to @JimD 's universe will be able to learn the ground-rules without suffering frustration.

Anyways. Keep up the wonderful storytelling as usual @JimD.

1 Like

Well, if you have a suppressor your gun will sound like mouse farts, which means you won’t alert any zombies to your presence, which means you will only need to use ammo to take out the zombies between yourself and your goal, which means you’ll have a much harder time running out of ammo.

A great game. You have to add new things, though.

I remember ZE, but I liked this SH method more (primary and secondary along with all utilities automatically added), and I just suggested a little tweak to make it more realistic. It kinda takes the impact of choosing weapons away if we can use any gun in our inventory, even the ones we left home. I hold that the game should consider we took any non-weapon items we use with us, unlike in ZE.

I guess this is the case with scavenging in SH as well? Different protagonists can grab 2, 3, or 4 items during the scavenging sessions. How do you decide how many the protagonist can take? What is the maximum a protagonist can carry at a time? I find it rather weird that the same protagonist can only take a roll of toilet paper, a few bandages, and a couple of candy bars in one house while taking a portable stove, sleeping bag, and portable generator in the other.

It’s only arbitrary if there’s no way around it. If the protagonist with 80 ranged, a rifle, and 10 mags for it is faced with a half a dozen zombies, but chooses to make a makeshift bomb with nearby highly-unstable chemicals despite having only 30 Science, I guess the consequences should be more than a mild burn.

What is rather arbitrary is having all actions the protagonist can take leading to falling into the basement of a house (nudge nudge). Even with fairly high perception and search, they didn’t notice the floor was prone to give in? Or at least stepped back when it began creaking? I get it, it introduces a character, but couldn’t you do it in a less painful way? :stuck_out_tongue:

This is still a game so it have game mechanisms. Killing player so fast in the game so they have to repeat the intro again would be punish casuals. And casuals are 90% of people who will buy this . The strength determine the number of stuff you could pick within take account the weight of each object. A feather is one exactly as a car. Coding weight with the amount of items in this game is impossible for only a writer @JimD . And weapons I don’t understand a thing about them adding o much details and experts stuff. Would made the weapon customitation a pain in the ass for me.

1 Like

I guess there should be a checkpoint after character creation, and after the prologue after the game is out (no need to copy and paste code). Even through it isn’t possible to die, it’s a real pain to make the same character over and over again to test different routes. An option for the player to create a checkpoint themselves (possibly limiting the number of checkpoints they can create in a chapter) would be very useful too.

Then it could say ā€œpack of toilet paperā€, ā€œpack of candy barsā€, ā€œmedical suppliesā€ and etc so the size of item itself could limit the player instead of the weight. I mean, even if a TV weighed as much as a cotton ball, it would still be hard to find a place for it given the size, so it would be feasible to make the player only carry a few more items.

If you don’t understand about weapons, don’t use them. If you put enough skill points into ranged, then your protagonist understands about firearms, and they’d know about them, even if you don’t. Either roleplay as yourself or endure your created protagonist’s expertise. Also, if correct names and calibers (both of which are often written in the gun itself) are ā€œexpert stuffā€ to you, then I don’t know what to say.

In Spain only some hunters or army people see guns. Even police normally don’t have guns. There are no weapons shop there aren’t shooting galleries except some in army or the Olympic sport ones. 95% of people never have seen a gun at all. Only in films. And the people who have one have the type very very limited to small caliber pistols or hunter shotguns. For you is like breeze for us is like star trek ship. Hell even black powder is illegal to have . My character could know how but ifI don’t know who weapon goes with each attached stuff I won’t have a weapon customized No I would have 5 modifications for totally different weapons I have no idea what are . And hardly doubt Jim would explain what is what .

@LoneSurvivor I am certainly working hard to add new content.

@StarshinaSokolov for inventory, I can restrict weapons to those carried. It would certainly make it easier for me in missions not to check for all weapons.

In SH, it’s based on strength and any duffel bags, backpacks, and containers in the inventory. As Mara said, it’s game mechanics. I had to simplify inventory management to push the game along. I do treat some items as heavier. So when taking the generator, it takes 2 slots. I likely have to do more of that balancing.

I do have some deaths in the game, but I learned from ZE that readers become frustrated replaying over and over due to deaths even with checkpoints. I rather penalize people with story rather than an ending.

I try not to railroad but have no choice sometimes. I have to publish this game at some point in my lifetime :slight_smile:

2 Likes

I guess there would be a short description after selecting an item, such as ā€œScope: can be mounted on long-guns for better accuracy at longer rangesā€ or ā€œRed dot: can be mounted on all guns for better accuracy at closer rangesā€. Also, I doubt the game would allow you to put a bipod on a revolver :smile:

Oh, that makes more sense. I became confused when my protagonist with 60 strength and no containers could carry as much as my protagonist with 40 strength and a duffel bag.

Railroading is perfectly fine, as long as it doesn’t harm the player for things out of their control. Maybe they land on empty boxes or an old mattress? :stuck_out_tongue:

I’m personally a fan of wrong choices resulting in the death of the MC, haha. Granted, I do prefer a two-strike system where you have an option that’s essentially ā€œMaybe this isn’t such a good idea… Turn back?ā€ that’d alert the player that if they keep going, there’s either going to be bountiful rewards or certain death, haha. Of course if I end up getting killed… a rewind option would be great. :yum:

So far, that’s how most of the, uh, MC deaths I’ve encountered in SH have been - me overestimating my own MC’s abilities, heh.

2 Likes

@JimD

Inspired by @StarshinaSokolov’s post-

-if you plan on adding light machine guns or heavy machine guns, can you add an option to craft a bipod for those guns?

After reading (and trying) some Do-It-Yourself material on the internet, it got me thinking…What if a protagonists with a similar book could craft based on Intelligence rather than Crafting (or maybe cut a chunk off crafting requirements)? Not a single book, of course, since that’d be too easy, but one book for traps, one for explosives, one for medical items, and so on? Maybe we could even barter with other survivors for their expertise on rare crafting instructions.

1 Like