HP_Wuvcraft
Banned
I love how Kickstarter has conditioned us to ask more of dev transparency. It's a funny duddy little psychological thing.
I don't think W2 actually advertised that they were gonna do dev diaries or anything, but I think the honest insight we got on game development (not the glamorous PR stuff you see on AAA dev diaries) has already made the whole Kickstarter revolution worth it and are an amazing inspiration for up and comer developers such as myself.I love how Kickstarter has conditioned us to ask more of dev transparency. It's a funny duddy little psychological thing.
I don't think W2 actually advertised that they were gonna do dev diaries or anything
Fantastic, MCA on video.They did, actually. $30 tier. Or $50? I forget. But four videos of dev meetings.
What kind of enemies and/or challenges can we expect to face in the game?
OscarVelzi- Apart from the zombies, you'll face different humans enemies like common looters, biker gang and militia. More organized groups have different equipment and behavior, making them much more dangerous. With zombies, the challenge comes from the noise and panic mechanic. If you make too much noise, you will attract more and more zombies, which can affect the morale of your team, leading to panic and possible disaster
What can we expect in the way of vehicles and weaponry?
OscarVelzi- Vehicles will be similar to what the car was in Fallout 2, mostly modifying the range you can travel around the world map. You won't be able to run it around town and enter combat with it.
Regarding weapons, there are melee and ranged ones. Ranged ones go from small firearms to rifles, and have several mods that can be attached to them. Melee weapons have special abilities, and we have improvised weapons like clawhammers and screwdrivers, and others like bats, knives, axes, baton, etc.
bmitsoda- Also, guns are powerful but loud - they are pretty much a dinner bell to the zombies. Melee weapons are quieter, but you have to get within range of zombies/humans to use them. We also have special weapons such as noisemakers to lure zombies and Molotov cocktails to set anything in a small area on fire.
Have you decided when and how players will be able to save their game in Dead State?
bmitsoda- Yes, and partially we're tying that into difficulty. You can save anytime in the normal mode, but for higher difficulty levels, you will be restricted to a save at the beginning of the day and an autosave if you quit out. We're still tweaking those settings, but we want a harder mode for people who don't like to be tempted to back out of bad decisions or dead allies, to make it more realistic.
How will dialogue work as far as stats/skills are concerned? Will you be able to use one of your skills (like science) to convince someone that you know what you're talking about or is it more like in Alpha Protocol, that you can choose whatever you want?
bmitsoda- We have leadership/negotiation skills. They offer up more dialogue options, but unlike most games, they are not the win - you might have to promise an ally something (like finishing a task faster) or give them extra food, but obviously the result you're after is either better for you or works to get them respect you more. We want the player to have to carefully consider choices. Occasionally your other skills might come into play, so if you're a "doctor" type, you might be able to make a medical judgment call.
Hey Brian, considering that the focus of the game is on humanity and how it develops under the duress of a zombie apocalypse, what are your goals in writing the characters for the game? Are you going to explore sociopolitical themes such as: misogyny, racism, sexism, class issues, drug abuse, and morality? Thanks for reading and answering our questions!
bmitsoda- We definitely don't want to shy away from obvious issues that come with throwing a bunch of humans together and turning up the tension, but we don't want to end up doing anything that's closer to exploitation or cliche. We're handling it in a pretty mature way. Also, we want to make sure the player feels that they are the leader and people are more upset by their choices than their race or gender, which would get old pretty quick. If we throw in sociopolitical commentary, it will be subtle - I hate being beat over the head with that stuff. It just smacks of a writer trying too hard. Hope that makes sense. I definitely could have emphasized some of the scenarios in our game for controversy points in the press (coughLara Croftcough) but I hate doing that sort of thing.
How will the allies gain new skills?Will the ones you take with you be able to advance faster or all your allies will get some points when an objective is met?What is the exact system for this?
bmitsoda- Every ally gains a skill point a day, no matter what they do. They have predetermined skill/stat paths that make sense for them. Through interaction, the player can influence their perks. The player gains skill points for achieving objectives and can spend them however they like.
A skill point a day ? But I thought a playthrough was suppose to go for some weeks at least ? If you keep an ally alive for 72 days he'll be all 9/10 ? Or do they stop levelling after maxing the skills that fits with their character ?
bmitsoda- It costs a higher number of skill points to buy into the higher levels of a skill. It's not 1 for 1.
Also, don't forget that some allies start out as specialists in certain skills.
I keep reading this topic as Dead Skate... o.o
I keep reading this topic as Dead Skate... o.o
I loved Mitsoda's response to my dialogue question. Hit all the right marks. Happy to skip a few games in the Steam sale just to pay the extra buck for Dead State.I'm going to post some of the questions and answers from the AMA that I thought were particularly interesting.
lol ^
Woo!And while we're at it, 200k pledged!
I loved Mitsoda's response to my dialogue question. Hit all the right marks. Happy to skip a few games in the Steam sale just to pay the extra buck for Dead State.
And while we're at it, 200k pledged!
I don't think W2 actually advertised that they were gonna do dev diaries or anything, but I think the honest insight we got on game development (not the glamorous PR stuff you see on AAA dev diaries) has already made the whole Kickstarter revolution worth it and are an amazing inspiration for up and comer developers such as myself.
So yeah, entitlement
Suck us dry with DLC, Mitsoda!All I can say is that it's not over until it's over. Plenty of project made over $100k in the last few days. It just takes a concentrated fan effort. Everything we've talked about in the updates about getting extra eyes on the page are still true. We've got five days left - a lot can happen in that time, we just need to keep getting the word out.
And just to clarify, it is much easier to train up new people and do expanded content now than after the game comes out - also provides a better game for the first playthrough. We can guarantee it if we hit the goals through Kickstarter, but we have no idea what post-release is going to be like or when we might get around to adding new features or expansions. That's why it's crucial to us to plan for those added features now, if possible.
The important thing is the base game was funded and that's a great thing for this industry.
Yeah, agree. Games like Dead State will sell great on Steam, though.Not unless it sells (which it will, I'm just saying). The media is already sick of Kickstarters, what do you think will happen if they don't make money?
The worst thing that could happen right now is Gamestarters being huge financial flops.
The industry will become more open to them (because it is definitely paying attention) when/if the first few games make a decent profit. Not amazing, but decent.
Not unless it sells (which it will, I'm just saying). The media is already sick of Kickstarters, what do you think will happen if they don't make money?
The worst thing that could happen right now is Gamestarters being huge financial flops.
The industry will become more open to them (because it is definitely paying attention) when/if the first few games make a decent profit. Not amazing, but decent.
We hit our second stretch goal for new areas this morning. We also posted an update showing off some of the contents of the Splendid Box last night.
I just hope normal people don't balk at the larger prices.
What?
At 30 dollars I think steam may even give a hard time about listing the game. The price to visible production value mix is one that targets the connoisseur crowd. With digital releases though there probably isn't a lot of damage done by launching high and lowering later if it is handled like a relaunch. So make the hardcore players sales around 30 bucks and in a few months coincide a drop to 20 with a patch, mini expansion, or mutators, follow that up with a 10 dollar weekend in a few months and hopefully double bear has their next game funded by profits of dead state.I meant people not following this, or maybe aren't big RPG fans. Anyone outside of here I guess.
Or even people who like RPGs but their only experiences are the more casual ones like Fallout 3 and the Mass Effects.
Anyone wants to start betting the final $ pledged? Based on Kicktraq, I'm betting it'll get at least 280k.
If we get that close to the City and fail I'll be so sad.
If we get that close to the City and fail I'll be so sad.
Kickstarter/zombie fatigue, maybe?
Definitely Kickstarter fatigue.
That's extremely unlikely with KS, since the projects get funded by it. So unless devs pumped a lot of their own cash beforehand those will all make profit. THe only question is how much., what do you think will happen if they don't make money?