Weapons and Their Stats in Safe Zone
August 6th, 2015
Right now, the ranged weapons you will have access to are the pistol, the shotgun, the rifle, and the baseball bat. Guns in Safe Zone have a number of stats that determine how effective they are.
Accuracy is the gun’s base chance of hitting a target; rifles tend to be more accurate than pistols, for example.
- A gun’s Damage is how much HP damage you can expect to do to a Zombie. While guns are very effective against living targets, a Zombie tends to be more durable.
- Each gun has a specific chance of inflicting a headshot. Headshots will always incapacitate a zombie that isn’t wearing a helmet. With special perks, a character can learn to aim for the head more reliably and increase this chance.
- A gun’s spread reflects the bullet’s deviation from where you aim. It’s similar in purpose to accuracy, although a spread bullet could still hit it’s target.
- Rate of fire is a double edged sword in Safe Zone. Shooting faster is a good way of killing faster, but it also uses up more ammunition.
Weapons for Close Combat
Melee weapons work off of a different system than guns. Melee weapons have a much higher base accuracy and chance to headshot. Additionally, certain weapons will have either a dismemberment or knockback chance, allowing you to tip the fight in your favor. Melee weapons also don’t have accuracy; instead, they have durability. Durability represents a chance for your weapon to break on a swing, which grows larger the more it is used. Although melee weapons may seem more reliable than guns, they require constant maintenance to keep them in shape.
Equipping yourself with the best weapons is often the best way to stay alive, but do be careful with what weapons you equip your fellow survivors with. They may not be so keen on giving them back, and they may not have your survival as their top priority.
As avid zombie media fans ourselves, the team has always had strong opinions about which weapons would be best for a zombie apocalypse and which would be the worst. The general theme is that the louder something is, the more zombies it will inevitably attract, which is bad news for anyone who finds the chainsaw in our game. But if you have an interest in why some weapons are less enticing than others, here’s an article that neatly sums up some of our thought process.Posted by Trevor and filed under Development, Media, News. | No Comments on Weapons and Their Stats in Safe Zone, You can follow responses to this post through the RSS feed.
Sprite Sheet Design and Combinations
July 28th, 2015
Sprite sheets are a key part of any 2D game, and Safe Zone is no exception. Lately we have been finalizing some sprite sheet decisions based on Unity’s capabilities and on our own sprite needs.
Sprite customizability is very important to us. We want a wide variety of heads, shirts, and pants to be available for the player to choose from when they design their character, and we also want the game itself to be able to combine these different sprite elements randomly to ensure that all NPCs and zombie sprites are fairly unique. This requires a lot of complex layering of pieces to create the final sprite. With Justin on our team, we can spare the bandwidth to really tackle our sprite sheets and make sure they will work for the alpha as well as the final game as more features are added.
The sprite animations are coming along very nicely. In a 3D game, each character animation would be designed and then skins could be easily swapped out to add variety and customizability, and there wouldn’t even be any sprites. But working in a 2D space, every animation must have a separate sprite series drawn for each possible article of clothing in Safe Zone. Because we are going with a mostly realistic art style for our sprites, and are not using pixel art, it’s pretty important to pay attention to the little details in layer placement. All of this takes time and resources, but we think it will be worth it!
Sprites: Do It Yourself
If you are interested in creating some 2D sprites, we would recommend reading through this blog post by Anjin Anhut. It’s a great overview of 2D art and a fun read. He is always posting good stuff on his blog – Check it out!
As always, thanks for keeping up with our blog posts, and we’ll see you next week!Posted by Trevor and filed under Development, Media, News. | No Comments on Sprite Sheet Design and Combinations, You can follow responses to this post through the RSS feed.
Wound Decals – Sneak Peek
June 28th, 2015
Here’s a quick gif of some wound decals on a zombie’s head
Posted by Trevor and filed under Development, Media, News. | No Comments on Wound Decals – Sneak Peek, You can follow responses to this post through the RSS feed.
Items – Part 1
June 24th, 2015
Continuing with the weekly updates, today we’re talking about the consumable items the alpha release that have finished art assets.
Gas Cans are the most important, as you’ll need a minimum amount of gas as well as food in order to leave an area. Unlike food, gas cans may be used in the field to start a fire making them perfect for stopping a swarm of zombies. Even the smartest zombie doesn’t understand the concept of pain and will march right through a fire in order to reach you.
In general, gas will be hard to acquire and you’ll be limited to how much you can hold at a time. With a certain item you might be able to siphon gasoline out of abandoned cars (assuming they weren’t abandoned for a lack of fuel), but this won’t be available to the player right away. Using a gas can is a two step process. First the character will create the gas spill, and their next interaction will be lighting it. These two actions don’t have to be sequential, you could opt to create a few spills, lure a large group of zombies, and then only spring the trap when they are close to it.
Grenades are a less effective zombie deterrent unless you have several of them bunched up. Furthermore, grenades are very noisy and are likely to attract unwanted attention. But for dealing with an immediate problem, grenades are a great asset. Grenades will tend to be found in groups when looted from containers, but occasionally you’ll find a single one in a zombie’s inventory from before they turned. Additionally, Grenades can be used while running and won’t impact your mobility.
Medkits are essential for patching up wounds, cuts, and bruises from extended fights. It’s important to keep a character patched up to ensure that their Defense recovers, or else they will be too weak to fend off a zombie’s (eventually) fatal bite. However, Medkits take a long time to apply and cannot be used while moving. It’s generally best to use them only in safe or secure locations. Certain medkits will have additional effects thanks to a wider range of available medicine, ranging from temporarily increased health, improved performance, greater restoration, and more. However, without a trained Doctor your character might not know how to use the medkit’s medicine to it’s fullest effect…Posted by Trevor and filed under Development, Media, News. | No Comments on Items – Part 1, You can follow responses to this post through the RSS feed.
Pre-Alpha Scavenge UI
June 5th, 2015
Here’s a look at the current Scavenge screen UI on our Pre-Alpha build of the game. What do you think? Share your thoughts with us on our facebook page!Trevor and filed under Media, News. | No Comments on Pre-Alpha Scavenge UI, You can follow responses to this post through the RSS feed.
June 2nd, 2015
Hey guys, this week we want to show off some new art for Safe Zone!
These are some of the faces of the survivors you’ll run into / play as. We plan on creating a lot more of them, and potentially throwing in some extra kickstarter bonuses for everyone who supported our kickstarter for being SO patient with us as we learn the ropes of game development. We hope to draw each and every backer’s face and stick it onto a survivor’s body, but we won’t be getting to that til after the Alpha release.Trevor and filed under Media, News.