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Campfire stories: What the future holds
Probably the most noticeable thing is the upcoming random map generation. The current static map makes the game feel repetitive and lacks a bit of visual fidelity. A while ago we experimented with a random map generator which builds a different layout for each round. Your survivors will travel to these unique maps by truck. There will occasionally be special buildings with special events tied to them. The survivors' base is in a seperate area. We think this will significantly lower the repetitiveness of the visuals and gameplay and create a more fun experience. In the end there will be exactly 2,147,483,647 possible maps ːsteamhappyː
In the process of working out the random map generator we found out that the perspective mixing of front facing characters and top-down buildings isn't super aesthetic. So we overhauled the graphics to a front-facing style (see the picture at the top). We know that this is a really a big change but we are confident that this will be for the best of the game!
One of our biggest goals is to give the game some much needed structure. In the future we want to redirect the game flow. We already have some aspects that resemble a rogue-lite and we want to push even more in this direction. A complete game will be much shorter, and include end conditions and the possibility to upgrade between every mission. You will also not be automatically safe after sunset. As the night looms, stronger zombies will appear. Be fast to reach the truck or dare to gather more loot. Winning once will not be the end of the game; unlocks and unlockable content will be waiting for you. The first feature affected by this change in the near future is night mode. Currently, every night you have the possibility to choose from three different token types (Airstrike, Healing and Weapons) which you can then use for different abilities in the following days. We initially thought this would give a strategic meaning to the game which turns out to not be the case. So we will get rid of the token system and directly tie abilities' cost to scrap. This will change the functionality of the night screen quite a bit but we believe it to be a step in the right direction. Eventually in a later update we want to completely merge the night and upgrade screen to give a more seamless experience.
We see that players often struggle with the survivor AI since it does its own thing. In the last patch we tried helping the players by presenting target lines so they can forecast what the survivors will do.
But this still seems to not be perfect. So our goal is to make the survivors smarter, especially with evading and fighting zombies. We also consider giving more control to the player but we are still discussing this.
One thing we observed when others played the core game was weapon spamming at the beginning of each day. We don't think it's very fun and we want to give more meaning to the weapons. We are currently evaluating several approaches.
All the above mentioned topics bring up related topics and systems and it is quite a big chain of changes. We try to split it as much as possible to incrementally implement and bring you these changes, but some major features have to be released together. We'll tell you more about the exact plans in the near future. Further topics that we'll handle in the future are special abilities, end conditions of a game (or run) and side missions. We hope you liked the insight and the direction we are going. Feel free to leave us feedback! - Your Deadly Days Team
[ 2018-05-08 14:13:14 CET ] [ Original post ]
Hi survivors,
it has been a while since our last update so we want to share some of our development progress. Firstly, be assured that we are working on steadily improving Deadly Days. Here is an overview of the major changes.
Random map generation
Probably the most noticeable thing is the upcoming random map generation. The current static map makes the game feel repetitive and lacks a bit of visual fidelity. A while ago we experimented with a random map generator which builds a different layout for each round. Your survivors will travel to these unique maps by truck. There will occasionally be special buildings with special events tied to them. The survivors' base is in a seperate area. We think this will significantly lower the repetitiveness of the visuals and gameplay and create a more fun experience. In the end there will be exactly 2,147,483,647 possible maps ːsteamhappyː
New art style
In the process of working out the random map generator we found out that the perspective mixing of front facing characters and top-down buildings isn't super aesthetic. So we overhauled the graphics to a front-facing style (see the picture at the top). We know that this is a really a big change but we are confident that this will be for the best of the game!
Changing the flow
One of our biggest goals is to give the game some much needed structure. In the future we want to redirect the game flow. We already have some aspects that resemble a rogue-lite and we want to push even more in this direction. A complete game will be much shorter, and include end conditions and the possibility to upgrade between every mission. You will also not be automatically safe after sunset. As the night looms, stronger zombies will appear. Be fast to reach the truck or dare to gather more loot. Winning once will not be the end of the game; unlocks and unlockable content will be waiting for you. The first feature affected by this change in the near future is night mode. Currently, every night you have the possibility to choose from three different token types (Airstrike, Healing and Weapons) which you can then use for different abilities in the following days. We initially thought this would give a strategic meaning to the game which turns out to not be the case. So we will get rid of the token system and directly tie abilities' cost to scrap. This will change the functionality of the night screen quite a bit but we believe it to be a step in the right direction. Eventually in a later update we want to completely merge the night and upgrade screen to give a more seamless experience.
Overhauling character AI
We see that players often struggle with the survivor AI since it does its own thing. In the last patch we tried helping the players by presenting target lines so they can forecast what the survivors will do.
But this still seems to not be perfect. So our goal is to make the survivors smarter, especially with evading and fighting zombies. We also consider giving more control to the player but we are still discussing this.
Changing the weapon system
One thing we observed when others played the core game was weapon spamming at the beginning of each day. We don't think it's very fun and we want to give more meaning to the weapons. We are currently evaluating several approaches.
Much more...
All the above mentioned topics bring up related topics and systems and it is quite a big chain of changes. We try to split it as much as possible to incrementally implement and bring you these changes, but some major features have to be released together. We'll tell you more about the exact plans in the near future. Further topics that we'll handle in the future are special abilities, end conditions of a game (or run) and side missions. We hope you liked the insight and the direction we are going. Feel free to leave us feedback! - Your Deadly Days Team
[ 2018-05-08 14:13:14 CET ] [ Original post ]
Deadly Days
Pixelsplit
Developer
Pixelsplit
Publisher
2017-11-30
Release
Game News Posts:
79
🎹🖱️Keyboard + Mouse
Very Positive
(1145 reviews)
The Game includes VR Support
Public Linux Depots:
- "Deadly Days"-Linux [192.77 M]
... the unique zombie apocalypse survival management game.
Being a leader during the apocalypse is hard. Your survivors go out every day looking for parts and scrap to upgrade your base. Help them survive. For example, send a bomber to launch a devastating attack on enemies. Or unlock a variety of weapons for your survivors and support the wounded with medical care. Can you survive? If nothing helps anymore, just start a nuclear strike.
‣ Build a home for your survivors
‣ Fight the zombies and support your survivors
‣ Fight many different zombie types, each with their own unique abilities.
‣ Complete a multitude of random objectives and earn rewards
‣ Random events force you to adapt different strategies
‣ Use a variety of helpful abilities to increase your chance of survival
‣ Break open valuable crates to find powerful items
‣ Discover many powerful special abilities to boost your arsenal
‣ Collect different survivor costumes
‣ Climb the leaderboard and prove that you are the best commander
Shortly before the start of the apocalypse, the fast food chain MKing launched a new burger product on the market. Addictive additives were secretly added to the meat in order to boost sales. The plan worked out. However, the addictive drug meant that all brain areas were shut down over time, except for the area which is responsible for the basic need for fresh meat. Lots of meat! As if that were not bad enough, this disease also leads to the fact that the people affected cannot die naturally. A high level of force is necessary.
MINIMAL SETUP
- OS: Ubuntu 12.04+
- Processor: 2 GHz. 64bitMemory: 2 GB RAMStorage: 1 GB available space
- Memory: 2 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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