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  #221  
Old 06-10-2012, 04:57 PM
Mhunt190 Mhunt190 is offline
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Are you allowed to tell us what else is instore for us and Will there be co-op or multiplayer
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  #222  
Old 06-11-2012, 09:01 PM
zombox zombox is offline
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Currently no plans for multiplayer....maybe in the distant, distant, seemingly infinite future :P
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  #223  
Old 06-25-2012, 12:42 PM
cplr cplr is offline
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Just saw this posted on RPS. This looks totally sweet.

Sorry for not reading 22 pages of info, but have you thought about a permadeath mode? that mixed with the procedural city generation would make this a cool roguelikelike!

I don't really care about co-op or multiplayer, but since you said that one of the main problems with multiplayer is performance, maybe you could come up with some sort of cool game mechanic which would involve asynchronous play. although i cannot for the life of me think of what this could be. maybe a way to trade items with people, and invite them to your city?

Last edited by cplr; 06-25-2012 at 12:50 PM..
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  #224  
Old 06-25-2012, 04:27 PM
zombiesmoke zombiesmoke is offline
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Yes!
A mode with perma-death like Diablo II's Hardcore mode would be awesome!
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  #225  
Old 06-25-2012, 06:35 PM
cplr cplr is offline
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Quote:
Originally Posted by zombiesmoke View Post
Yes!
A mode with perma-death like Diablo II's Hardcore mode would be awesome!
I asked the dev on twitter about this and he said:

Quote:
The game already sort of has that. You get 5 "lives" in the form of different characters to play. When all character die...the end!
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  #226  
Old 06-26-2012, 01:28 PM
zombox zombox is offline
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Hey guys....yep, if each of the 5 playable characters dies, the game is over.

As for asynchronous play....I've thought about that too, but like you, was unable to come up with a fun way to integrate it.

Also this last week I added some more craftable items...click the icons below to see an animated .gif of them in action!!

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  #227  
Old 06-26-2012, 01:31 PM
VaroFN VaroFN is offline
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Time being alive? For leaderboards.

And about asyncronous gameplay, how about bosses? Just like Clash Mobs in Infinity Blade 2, everyone deals damage to the enemy (with massive HP) and then everyone gets the reward. For example, a zone called "Zone 0", where everything started. Here, there is a giant zombie, the first infected man, and you need to kill him. You can use every weapon or object you have to deal damage, just like everyone in the world, but he can kill you easily, so you need to think if the reward is enough or not. Just some ideas

Last edited by VaroFN; 06-26-2012 at 01:45 PM..
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  #228  
Old 06-26-2012, 01:55 PM
zombox zombox is offline
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The problem with 'Time for being alive' is that all someone would have to do to win, is sit in a safe spot for however long they want.

But I get your idea, and certainly a leaderboard system could work for other things (most zombie kills, biggest kill combo, etc).

As for a big boss area or something, I've thought of maybe having a Zombox 'arena'...a small area filled with zombies that multiple players could enter. It wouldn't be part of the main game, but you could use the character you've developed in the main game to play inside.

What do you guys think about something like that? I've thought about maybe even making it part of the storyline.....it gets "unlocked" when you "beat" the game.....maybe the game ends with you escaping the city but crashing on a desert island where you find other players you can co-op with, killing the zombies that are on the island too.

Obviously it would be a lot of work to integrate such an off-shoot multiplayer system from the main game, but it's do-able and the performance could end up being okay.
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  #229  
Old 06-26-2012, 02:01 PM
jumpman475 jumpman475 is offline
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Quote:
Originally Posted by zombox View Post
Hey guys....yep, if each of the 5 playable characters dies, the game is over.

As for asynchronous play....I've thought about that too, but like you, was unable to come up with a fun way to integrate it.

Also this last week I added some more craftable items...click the icons below to see an animated .gif of them in action!!

Looking good as usual.

Random idea for asynchronous play ideas: how about you add a house somewhere in the map where you can go in and play various board games with other players.

To expand on that, your character goes into the house, a window pops up asking you to select a board game, you choose whatever game (chess or similar), and then you select an opponent either from gamecenter or through a list of players who have made it to the house already. Once you start a game, you make your move then leave the house and wait for the opponent to make their move. From there you could take it in several directions (make the player return to the house to check if it's their turn, or implement a message system, etc).

Like I said, it's just a random idea. Maybe something to take your mind off the zombies for a while

Maybe you could include that in the sewers instead of in a random house...
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  #230  
Old 06-26-2012, 02:11 PM
Oktagon Games's Avatar
Oktagon Games Oktagon Games is offline
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Quote:
Originally Posted by zombox View Post
The problem with 'Time for being alive' is that all someone would have to do to win, is sit in a safe spot for however long they want.

But I get your idea, and certainly a leaderboard system could work for other things (most zombie kills, biggest kill combo, etc).

As for a big boss area or something, I've thought of maybe having a Zombox 'arena'...a small area filled with zombies that multiple players could enter. It wouldn't be part of the main game, but you could use the character you've developed in the main game to play inside.

What do you guys think about something like that? I've thought about maybe even making it part of the storyline.....it gets "unlocked" when you "beat" the game.....maybe the game ends with you escaping the city but crashing on a desert island where you find other players you can co-op with, killing the zombies that are on the island too.

Obviously it would be a lot of work to integrate such an off-shoot multiplayer system from the main game, but it's do-able and the performance could end up being okay.
Hi. We're facing the same issue to make our game (Cuanatun) with a strong multiplayer mode as well. BTW, your idea about a multiplayer mode sounds interesting. But why not giving the multiplayer mode since the begin?

Last edited by Oktagon Games; 06-26-2012 at 02:12 PM.. Reason: fix
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