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Zpocalypse: Survival - August Update

Discussion in 'Game/SP News & Comments' started by RPGWatch, Sep 2, 2014.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

    Jul 28, 2010
    Likes Received:
    [​IMG]Jeff Gracia of Greenbrier Games has posted a new update for the failed Kickstarter Zpocalypse: Survival about the next relaunch of the game.

    August Update
    Hello once again from the depths of development land! You know there is that saying "No news is good news" and that is the case here! We are steadily moving along getting the game to an early alpha state that we feel will make for something that we can really push out to the press and get some more buzz for the re-launch of the Kickstarter. Tentatively we are looking at October for the re-launch.

    Before we delve into the updates I wanted to tell you all about an exciting opportunity! We are looking for a handful of dedicated early alpha testers to help provide feedback on the current state of the game before we go back up on Kickstarter in a couple months. The objective is to get some fresh eyes on the project before we start putting it out for further marketing in preparation for the Kickstarter. If you are really excited about this project, have the time and patience to test and report bugs and want to help make it a great success then please stop by our forums and tell us a little more about yourself.

    So with that let's delve into what has been going on over the last month. First off we have added a new perks and effects system. During our pre-alpha we had 3 different classes but for the alpha we are only focusing on one class, the fighter. The fighter class now has its skill tree built out for the first five levels allowing you to get a taste for the simple leveling mechanics that allow for some variability between your survivors. The great thing with this new system is that it was built not just for talent trees but also for item effects as well. Also, as with everything else we are doing, this was designed with moding in mind and gives a lot of freedom to the content designer. Once we get the tools and interfaces in place this will be another great way for the community to enhance and expand the game post release. Currently about a fourth of the functionality for the planned effect types is in place but it already gives us a huge range of flexibility with what kind of unit and item effects we can add to the game.​
    Last edited by a moderator: Sep 19, 2015
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