Update Coming This Month!
Hey everyone!
The time is finally approaching soon. February WILL be the month that the first build of Zombie's Retreat 2 launches!
In case anyone forgot, I chose to not release the Alpha build 2 months ago because it was too short, time crunched, and ultimately incomplete. I needed a bit more time to get some art/CG's done as well as more time to fine tune some of the early stuff.
This time around, the art that I want to add is complete and I've been able to spend more time planning some of the new features and mechanics that I want to implement. I'll talk about one of those things:
== STATS & ABILITIES ==
Unlike ZR1, I want to look at adding different stats that you can work on.
In ZR1, you really have one main option to do to spend time: go outside & scavenge. In ZR2, I'd like for players to have to choose between "Should I scavenge or spend time building stats to help when scavenging later on?"
Some ideas for these stats are being able to find rarer items in salvage spots, gaining more HP, or maybe being able to craft new items.
The important thing to keep in mind is that some of these ideas may change as the game development continues so if a feature isn't really implemented to my liking, I may overhaul certain mechanics or features.
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There are still some other features/mechanics I want to look at adding too! One thing that I want to be very careful about, however, is adding too many new features. After a while, it becomes overwhelming not just for myself, but for the player. I think one charming thing about ZR1 is that it is simple and doesn't require hours of playtime until the gameplay starts to 'click'.
I know we've all played games where we're 10+ hours in and half of the mechanics still make no sense...
Alright, that's everything for this update! Stay tuned for a few more updates as well as some more accurate release date news soon. Thank you all so much for your support and patience! I'll see you all soon =D
Comments (6)
since the main character looks like sauske from naruto, I think it would be awesome to have a easter egg in your game for naruto.
I like what your thinking. I think you should have the girls help with the MC's training as as things go with them the training can become sex related as relationships change. Ether way i look forward to your work may the pervy gods bless you and your great work lol
There is a lot that you can do with a stat system. In regards to crafting you don't have to limit it to just making new items. For example if your INT or DEX is high enough you could make so that the cost of crafting becomes cheaper.
Letsssssss fucking gooooooooo
You solved the stat problem pretty neatly in the last game by having followers to help you out, like Caroline[Tutor] to unlock doors. I suppose if you're going with a traditional RPG model for stats, Strength is going to be required to climb buildings or jump between them and things like Dexterity for sneaking or lockpicking. I think A Zombie's Life had something similar, but it was a bit more limited in terms of what you could do with your stats - I can't remember if it really had any bearing on what you could accomplish! I've got nothing against introducing stats, it's just a question of how impactful the stats are going to be and what's going to be the benefit of bringing a follower (other than character specific loot) if you can do it all yourself?
Because ZR2 will have a larger set of recruitable characters, I wanted to steer away from needing certain followers to do certain actions like lockpicking. There will likely still be quests where you need a specific person in your party and I plan to keep the party salvage bonus feature too! The goal is to make stats helpful enough to occasionally justify spending time training instead of scavenging. Especially on days where you've exhausted the scavenge points and don't have much to do. Cool thing is I can always adjust/tweak these features over time too =D
