Campfire stories: Make weapons great again
In the previous system a weapon drop was a normal ability and weapons were destroyed after the clip was empty. What the player normally did was spamming huge amounts at the beginning of a day around the map so characters can easily pick up new weapons. Since we think abilities should be something that you can use often with fun during the game the weapon drops are misrepresented as normal abilities. Another problem was the progression of weapons. When you upgraded the weapon crate you unlocked new weapon types and later on stronger versions of these weapons. But you could never have a sniper quite at the beginning, since it was a linear upgrade path.
We explicitly shifted the weapon stuff in front of sending your survivors to the city. So you equip your survivors individually with a chosen weapon prior to that. But where do weapons come from? You find them while looting the city or in special events and can assign them to your survivors in the next night. But prior to equipping new weapons you have to “repair” them. And now comes the interesting part.
Weapons can be found in different rarities, e.g. a pistol can be found in “common”, “enhanced” and “rare” versions. The rarity determines how many modifiers will be applied to these weapons. What is a modifier? It can be as simple as boosting the damage stat. It could also be a rare effect modification that gives your weapon some special ability, like instantly reloading as soon as the survivor killed someone or piercing enemies with your bullets. These modifiers are rolled (chosen) randomly as soon as you “repair” a weapon. There might also appear occasions where you can re-roll weapons in an special event. Here you can see how the UI for equipping and repairing weapons works:
Comparing weapons looks like the following:
[ 2018-07-30 14:26:14 CET ] [ Original post ]
Hi survivors, today another dev story at the campfire. In the process of changing the game significantly (see our other posts) we are also changing the weapon system. Today we want to explain how this system will look in the future, but let’s start with what was wrong in the previous system.
What was wrong in the previous system?
In the previous system a weapon drop was a normal ability and weapons were destroyed after the clip was empty. What the player normally did was spamming huge amounts at the beginning of a day around the map so characters can easily pick up new weapons. Since we think abilities should be something that you can use often with fun during the game the weapon drops are misrepresented as normal abilities. Another problem was the progression of weapons. When you upgraded the weapon crate you unlocked new weapon types and later on stronger versions of these weapons. But you could never have a sniper quite at the beginning, since it was a linear upgrade path.
How does the new system work?
We explicitly shifted the weapon stuff in front of sending your survivors to the city. So you equip your survivors individually with a chosen weapon prior to that. But where do weapons come from? You find them while looting the city or in special events and can assign them to your survivors in the next night. But prior to equipping new weapons you have to “repair” them. And now comes the interesting part.
Different weapon rarities and modifiers
Weapons can be found in different rarities, e.g. a pistol can be found in “common”, “enhanced” and “rare” versions. The rarity determines how many modifiers will be applied to these weapons. What is a modifier? It can be as simple as boosting the damage stat. It could also be a rare effect modification that gives your weapon some special ability, like instantly reloading as soon as the survivor killed someone or piercing enemies with your bullets. These modifiers are rolled (chosen) randomly as soon as you “repair” a weapon. There might also appear occasions where you can re-roll weapons in an special event. Here you can see how the UI for equipping and repairing weapons works:
Comparing weapons looks like the following:
What is coming next?
-
In the next posts we’ll talk about:
- New ability and special power system
- New item system (which replaces base upgrades)
- Map generation and selection
Deadly Days
Pixelsplit
Pixelsplit
2017-11-30
Indie Strategy Casual Singleplayer
Game News Posts 78
🎹🖱️Keyboard + Mouse
Very Positive
(1112 reviews)
https://store.steampowered.com/app/740080 
The Game includes VR Support
"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.
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