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Author Topic: [Spoiler] Monday Design Update - Level Feedback  (Read 20660 times)
Brian
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« on: June 04, 2014, 03:44:37 pm »

I am totally late with the Design Update this week. Since last week, more levels have been implemented, combat's getting a bit more polish, and new allies are getting hooked up in the world. What I would like to do this week is get some feedback from those who have played the game:

What's your favorite level in the Early Access build?

Why is it your favorite?

Based on the levels you've played, what do you want to see more of in the final game?

Hint: None of your answers should be "alligator."
« Last Edit: December 03, 2014, 01:32:52 pm by DrunkZombie » Logged
speaker2
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« Reply #1 on: June 04, 2014, 05:43:52 pm »



What's your favorite level in the Early Access build?

Based on the levels you've played, what do you want to see more of in the final game?


I think it will be the bull eyes store, see it I fell like I as in a normal day but with the zombie inside and my team need of food,I know i get to thing inside of that store even if they could be more than 100 of them and I could die at every section.

I really love to that type of level in the final game and will love to have more and really difficult location like that(and probably more BIG like a really store but i know that will be hard to do)
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CounselorPally
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« Reply #2 on: June 04, 2014, 05:44:14 pm »

Thanks for the post Brian.

What's your favorite level in the Early Access build?

Of the completed levels, still Brady Pharmacy.

Why is it your favorite?

It's set up perfectly to drag zombies through the survivors and let them sort it out.

Based on the levels you've played, what do you want to see more of in the final game?

I want to see full sized outdoor levels. Examples. Some of these are outdoors some are sort of in between ideas..

* I think a full zone sized shooting range would be neat, with short, medium, and long range themed areas with an archery area also. Lots of spaces for spent shell casings and arrows stuck out in the bushes that nobody found.
* I think a full zone sized camping area would be neat. Not a park camp, but an actual "outdoor school" style camp. It'd still have an archery area but the possibility for like hatchets, axes, arts and crafts, survival stuff, and all kinds of great fun misc. things!
* A run down street carnival might also be neat (expendable carnival food, giant stuffed luxury toys), a run down golf course (golf club weapons?), muaaaa! Or maybe a put-put golf course (mallet weapons) ? Outdoor market (expirable food)? Berry or fruit tree orchard maybe with a tool shed attached / Veggie fields (more expirable food). Huge barn house (maybe some vet meds would be here). Go-kart track with a hobby and tourist shop attached (lots of magazines and other fun luxury items), cannery (tons of unexpired foods).

The city stuff is good, don't get me wrong but I love the out doors and a lot of people during survival times think they might be more hunter-gatherers or nomads so a LOT of outdoor areas I think would just be fantastic.
« Last Edit: June 27, 2014, 05:28:28 am by CounselorPally » Logged

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Caidoz
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« Reply #3 on: June 04, 2014, 09:07:28 pm »

I would have to say my favorite map overall right now is the Bullseye, just because it was big, full of zombies, and had a lot of items.  It just felt satisfying to play on - it was tough but rewarding.  I think that's the map with the most zombies-by-default on it as well, so it was a bit harrowing.  The church map was a close second, though.  That's just a classic zombie "scene" waiting to happen; opening the doors and finding all the dead churchgoers waiting.

Some things I'd like to see more of, based on the maps I've played are things like...

  • "Micro-stories" told with objects and decor.  I like running into these...finding someone dead in a tub with a knife on the floor, or a half-packed child's suitcase.  Really adds to the atmosphere.
  • Large areas.  I know more of these are coming, but I just have to say these are my favorite maps so far.  Lots of chances to find alternate solutions to problems, or for people to get split up
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veryinky
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« Reply #4 on: June 05, 2014, 12:46:27 am »

Coyote Supermarket:
Primarily because it feels "alive", the Coyotes have their vehicles parked out back (the two vans and a motorcycle) and Coyotes have dufflebags at their feet so it seems like I caught them right in the middle of looting the store. Also has both zombies and Coyotes for a variety of opponents which I like. It's also a large map which is also nice.

Llano Residential, as Caidoz points out, "micro-stories" are nice, there's 3 houses in Llano Residential, one with "dead inside" spray painted on the walls and filled with undead. One with a locked front door and open back door, blood trail leading to two dead survivors being looted by 3 looters giving the impression that the survivors were alive until very recently. And finally the hostile survivor house with the car skidded onto the lawn, "I will shoot" spray painted on the walls, bullet holes in the windows, barricades at the doors and one very hostile but alive survivor in the house.

I would request a shopping mall. Zombie games need at least one mall. Food court, a few department stores, bunch of smaller stores, a cinema, all under one roof. 

So big maps and maps that tell a story.
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Caidoz
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« Reply #5 on: June 05, 2014, 01:08:29 am »

I would request a shopping mall. Zombie games need at least one mall. Food court, a few department stores, bunch of smaller stores, a cinema, all under one roof. 

So big maps and maps that tell a story.

If memory serves me correctly, there will be at least one Mall in the game since it was listed as part of a stretch goal tier on Kickstarter, along with a Military Base, Regional Airport, and a County Fair.
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« Reply #6 on: June 05, 2014, 02:03:11 am »

I liked all the maps, but yeah, the bullseye store is probably my favorite. There's a lot to gain from that map, but you have to work for it.

What I'd like to see more in the final game would be crocodiles Tongue
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CounselorPally
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« Reply #7 on: June 05, 2014, 04:33:33 am »

I love the micro stories too. Once I clear a house I specifically look at every single little detail and form a story in my head. A half packed suitcase on the bed is different than a looter bag. If the family only had a bag ready to go, maybe they could have got out. Who knows. Or where would they have gone? Why are there no zombie children? (I already know the answer to that, but I still think about it).

Is that house really full of zombies, or looters? How long ago was that spraypainted I wonder. Would survivors spray "dead inside" to throw people off their trail? Maybe they make the place look pre-looted to keep people out? That house looks really well secured I wonder if... (tons of looters come out and start railing on me).

There's such a great attention to detail on the houses and I hope that never goes away. All of those little touches are another piece in making the game so darn authentic and atmospheric. I love it! Such good stuff.
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Brian
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« Reply #8 on: June 05, 2014, 12:33:32 pm »

I would request a shopping mall. Zombie games need at least one mall. Food court, a few department stores, bunch of smaller stores, a cinema, all under one roof. 

So big maps and maps that tell a story.

If memory serves me correctly, there will be at least one Mall in the game since it was listed as part of a stretch goal tier on Kickstarter, along with a Military Base, Regional Airport, and a County Fair.

Oh yeah, we do have a mall in production. The layout exists, but it's not hooked up with props, enemies, or loot yet.
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DrunkZombie
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« Reply #9 on: June 05, 2014, 01:19:12 pm »

It is hard for me to pick one.  I like the church map for the zombie horde and microstory, bargain owl map for the variety of buildings and end of society feel, and city hall for the looter fight.

What I  really want in a map hasn't been implemented yet.  I would like to be able to intervene in an ongoing combat and help a side out.  ie Help out some civilians figthing against looters or zombies, and then befriend them.
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« Reply #10 on: June 05, 2014, 05:36:00 pm »

I'm really excited to hear that people like micro-stories because I do a lot of work on that in the levels I do the prop passes for.  There's a motel and an apartment complex that both have a few micro-stories featured (courtesy of me) that I'm looking forward to reading reactions on once those levels are live Smile

Good to know that people would like to see larger areas.  Yes, some that have been mentioned in this thread are indeed already planned, but it's always good to hear suggestions!
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CounselorPally
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« Reply #11 on: June 05, 2014, 07:31:10 pm »

I'm really excited to hear that people like micro-stories because I do a lot of work on that in the levels I do the prop passes for.  There's a motel and an apartment complex that both have a few micro-stories featured (courtesy of me) that I'm looking forward to reading reactions on once those levels are live Smile

Good to know that people would like to see larger areas.  Yes, some that have been mentioned in this thread are indeed already planned, but it's always good to hear suggestions!

Yes I love the micro-stories. I spend a long time looking at every single small detail then I try to recreate the story in my head.
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Diana
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« Reply #12 on: June 06, 2014, 07:52:56 am »

Quote from: Brian
What's your favorite level in the Early Access build?
Bandit camp.

Quote from: Brian
Why is it your favorite?
It's the only level with a real "outdoors" feel.

Quote from: Brian
Based on the levels you've played, what do you want to see more of in the final game?
Obligatory sewer level filled to the brim with albino dinosaurs.
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BadVoodoo
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« Reply #13 on: June 06, 2014, 09:11:54 am »

My favorite has to The Ally. I took the right. And even though i saw the zombies i thought they couldn't get me from behind the fence. All i can do is shit my pants as the entire horde came running all the way to the opening of the fence heading straight for me. It was like trying to deactivate a time bomb. I didn't know what strategy i wanted to use so i wasted a few turns trying to arm everyone with those empty guns i got from the truck, which i thought was a clever joke from the programmers. After i just ended up sending my melee fighters to finish killing the horde. I thought it was all over. Then i see the trucks and Coyotes standing there daring someone to attack them. I thought that part was really hostile. Once i realized i couldn't kill them with the supplies i got from only 2 days i tried sneaking past them and died several times. That was the most fun iv had playing dead state.

Honorable mentions. Bulleyestore for the same reason speaker2 said and also the Liano residence. I guess we're calling them micro-stories. Liano had 1 for every house and i loved them all. The fallen family house that someone took the time to write dead inside, the lone survivor barricading his house and opening the front door only to find it blocked and the raiders who killed the two residence.

What would i like to see more of

- Allies commenting about areas
- 3 way fights would be cool, even if they're pre-script
- Creative use of the levels like the zombies over the fence and truck with empty guns in The Ally and the front door blocked by debris in Liano forcing you to take one way or the church filled with zombies
- More green grass where it makes sense because even though it makes sense for the residence to have dead yellow grass it's a real eye sore. The human camp should be greener. It was a lot greener when i went camping
- Small ramshackle survivors like the camping group
- More black ash from fires, maybe a few destroyed buildings that you could explore. I was disappointed that we weren't able to do that
- It would be cool to see land marks like the Alamo and San Fernando Cathedral aka the oldest church in America


« Last Edit: June 06, 2014, 03:42:13 pm by BadVoodoo » Logged

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« Reply #14 on: June 06, 2014, 09:19:46 am »

Quote from: Brian
What's your favorite level in the Early Access build?
Bandit camp.
But...
(click to show/hide)
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