header image
 

Jaffe, Farbs and Stellmach in for Game Connect AP 2009

The GDAA has posted a program for this year’s Game Connect Asia Pacific, and the lineup isn’t half bad.

Tim Stellmach of Vicarious Visions and Eat, Sleep, Play’s David Jaffe headline the conference, while the sidelines (depending on your priorities) contain Farbs of Captain Forever fame, Screenplay’s Jason Hill and fast-talking, British-tinged game critic, Yahtzee.

A PDF of the program is available at the GCAP website. So, if your interests are tickled pink or some other fleshy colour by these names, get a-clickin’.

Press release after the fold.

Continue reading ‘Jaffe, Farbs and Stellmach in for Game Connect AP 2009’

I can has Twitter?

I’ve finally succumbed to the Twitter. I held out for as long as I could, but it was too hard to ignore its ubiquity. My argument was, if I have a blog, website and Facebook, I should probably have Twitter too.

So, after trying to find a nifty, edgy username like “cthulhu” or “macgyver”, I finally settled on logan_booker. If you happen to Twitter, feel free to follow me!

Logan Booker [Twitter]

Laugh at my gaming skillz at Up Up Down Down

Myself, and fellow designer Rob MacBride, are working together on a small project (well, blog) called Up Up Down Down – or Uudders.

No, no cows are involved… not yet, anyway, but humorous videos of us playing games and generally shit-talking are. It might tickle your fancy, it might not, but I urge you to take a peek. Rob recently posted our latest work, a clip of us playing the finalists of the last Independent Games Festival. There’s intelligent conversation mixed with me spouting slanderous comments about everyone’s relatives, including my own and overall, it has the laughs.

So check it out, sign up to the feed if you like what you see, continue to partake in our digital gaming delights.

Up Up Down Down [Official site]

Who wants a Zafehouse 2 combat video?

Slaved away at combat all weekend. I was determined to get in by Sunday.

And I did it. My fingers are looking a little nubby, but hey, I can always learn to type with my toes.

Of course, it’ll need tuning, and bells and whistles, but the functionality is working great. I’m really pleased with the zoomed-in room, it adds another, much needed layer to the proceedings. I also took steps to “compact” zombie activities… while each zombie is individually simulated, I don’t think you want to read 15 lines of combat log every time they try to bite you. Instead, zombies will pick tasty targets, and attack in packs. So, the combat log is verbose when reporting on your survivors, but succinct when it comes to the undead.

The more immediate pay-off for this work is that I’m reasonably confident I can put up a video this week of combat. Consider it a gift for those who have stuck with me through the game’s development!

Zafehouse 2 and 4e Power Toolkit updates

Unfortunately I don’t have anything super special to show this week. Instead, I can give you short updates on Zafehouse 2 and the 4e Power Toolkit.

Zafehouse 2: I’m slowly making progress on combat. It’s turned out to be a bigger task than I thought, mainly as I wasn’t happy with the first implementation. It worked much like it did in Zafehouse, except it was handled on a “shot-by-shot” basis so you could take actions between rounds, such as healing, moving and switching weapons. The major difference was the combat log had pretty pictures and a greater ability to break down information.

Anyway, while it worked, it didn’t give the player as much control as I would like. So, I’ve kept the core of the combat code, but now, the combat window comes up with a zoomed-in version of the room, and you can assign the occupants to defend a door, or, handle whatever is happening in the room. Currently, you can assign as many people as you want to fight what’s in the room, but only two people can defend a door (I had a hard time justifying how six people could stand next to a door and unload their weapons without killing each other – remember, these guys are stressed, terrified and exhausted survivors, not Delta Force commandos). I will be re-balancing the game to take this two-man limit into account.

I also plan to re-implement the way windows are handled. As per a suggestion by Coded One, they’ll be added to rooms much in the same way as doors. They’ll be coloured differently and require less supplies to barricade. Zombies will only be able to enter them one at a time (maybe), and the player will not be able to climb in/out of them if they are carrying two weapons. These are just some on-the-spot rules I’ve come up with, so if you have any suggestions as to how windows should be different to doors, let me know.

As an aside, a few weeks ago a game called Fort Zombie was announced. It smelt more than a bit like Zafehouse 3D (and I wasn’t the only one to pick up on the similarity), but a studio was bound to latch onto the idea eventually. :D

Thanks for sticking with me. I’d like to see Zafehouse 2 out in the wild as much as you guys, but these things take time. It’s getting there, just a little slower than I’d like. I promise it’ll be worth the wait.

4e Power Toolkit: I haven’t done anything on the 4ePT for a month now. I’ve been focussed on Zafehouse 2, and it looks like it will stay this way in the foreseeable future. When I do jump back to it, I plan to implement the Race Creator, and add support for uploading races and individual powers, as I’ve come to realise that creating an entire class is quite an undertaking. I’d also like to translate the app to French, as I’ve had a few requests. No promises on when I can get round to it though – I’m kept fairly busy at work doing the whole game designer thing.

Captain Forever

I somehow found my way to Captain Forever, a Flash-based, Asteroids-like shooter where you fly around building up your ship with bits of other ships. Well, that’s what I’ve inferred from the trailers and screenshots. It’s being developed by Jarrad Farbs, an ex-2K Games Australia employee.

Captain Forever doesn’t have much to do with either zombies or D&D, but it does share its core concept with my very own Block Shooter – that is, scavenging upgrades and parts and using them to build your ship in Lego fashion. I wrote Block Shooter over a year ago for my Game-A-Week feature on Kotaku AU, and while it wasn’t that great a game, it served as a solid, if basic, proof-of-concept. It’s heart-warming to see someone with talent and know-how came up with a similar idea and, by the looks of things, has executed it much better than I possibly could.

Left 4 Dead 2 gets refused classification

Not much to say really, except to laugh at the insanity of it all. I hear Scribblenauts might get RC’d too.*

*This is a joke, of course. But the fact I had to write this clarification is in itself depressing.

UPDATE: The Classification Board was kind enough to send through the report. Long story short, dismemberment was the main issue.

Classification Database – LEFT 4 DEAD 2
[Classification Board]

Lifeless, the zombie TV series

Here’s the first five minutes of Lifeless, an upcoming TV series about everyone’s favourite rotting aberrations. I’ve watched a few of the trailers on the official site and, while I haven’t warmed to any of the characters, I think it has potential. It’s got a serious tone, which I like, as well as a low-key approach on the special effects and music – another good sign. There doesn’t appear to be a release date and the last bit of news I can find on it is from two months ago, but I’m seeing “2009” tossed about enthusiastically. So who knows?

Lifeless isn’t the only zombie series in the works – there’s also the Frank Darabont adaptation of Image Comics’ graphic novel The Walking Dead, which looks like it’s gaining traction. In movie world, Zombieland, a ZomCom starring Woody Harrelson, is out soon and there’s always World War Z, tentatively dated for 2010. Here’s hoping J. Michael Straczynski can do a wonderful job of it… though I can’t imagine why he wouldn’t.

A quick Zafehouse 2 screenshot

For the plus-size image of the above, just click here.

Just a little visual snack for the weekend.

If a room is red, it means it contains zombies or something harmful to you. For this scenario, our survivors have encounter a couple of the undead, and their numbers can be easily seen. Yellow rooms are unsecured – in this case there are windows that need barricading in one of the houses. A room outlined in orange contains equipment or supplies, so you can easily spot your emergency caches. The trade window is also visible in the top-right corner. Finally, the doors filled with various shades of white show you their barricade level – at this stage we have two fully-secured doors, two that are almost depleted and one halfway between these extremes.

Moving the mouse over an event in the Event window highlights the room it has occurred in, while right-clicking on the event will centre the screen on where it happened. When you consider you can double-tap 1, 2, 3, etc, to quickly centre your view on the survivor with that number, navigating to hot spots is fast and simple.

The numbers inside the rooms inform you of what supplies they contain (ammo / barricades / medicine / alcohol), and below that, the number of items and corpses.

“Corpses?” Yes, corpses. More on those in another update…

Update: Yes, this is set in the snow. :)

Zafehouse 2’s combat explained

I’m still doing a bit of tweaking, but I’m looking to post a screenshot of combat, and one from early-game with a few searched buildings with zombies and survivors this week.

But yes, combat. I talked a little before about the mechanics, but not at length. I won’t be breaking it down entirely here, but I do want to share some more details.

Combat can occur in two places – outside and inside. Inside is preferable to outside, as you can decide the path the zombies must take to get to you. You can retreat when positions become indefensible (barricading a door as it is being beaten down will be restricted, even impossible), and juggle weapons appropriate for the situation.

Outside however… it gets harder.

Continue reading ‘Zafehouse 2’s combat explained’