As a long time DayZ fan, I loved the idea of the game, its, well, different. I honestly cant stand games that have a single objective, and restrict you to what you can do, so this was a change for me. I, as many others by now, to wanted to bring the gameplay to Roblox. As many DayZ styled games begin popping up on Roblox such as Apocalypse Rising, and Deadzone, it encouraged me to finally make one. I loved the theme of survival, as in crafting objects, and just being in the wilderness, and that was my biggest dilemma with those popular titles, they lacked the immersiveness (probably not even a word). I thus begun developing, after 4 failed attempts through a course of 2 years, I wouldn’t let my dream go, and recently, I have somewhat successfully completed my 5th attempt, which also happens to be the only game that I actually got well into development with as a result of DevEX (thxxx roblox for the feature ) The game is currently Paid Access, some might say it not a good idea, but the solution to having a successful game out of paid access, is holding out the most anticipated update for your public release. I’ll stop blabbering now an post pics if you at least got this far into reading, heh.
I’m gonna give a few pro’s and cons from what I experienced.
Pros
Unique to ROBLOX
Easy to get into
Fun Mechanics
Cons
Health System. The health system is a clone of DayZ’s (Which is to be expected) and it was actually one of my least favorite things in DayZ.
Buggy (Leaning breaks my character really often for example)
Zombie AI could use work (They often track me for a few studs then give up for like 30 seconds then chase me again if they detect me). As well I think animations playing before they hit would be cool.
Melee combat could use work (Currently it’s just spamming left click)
Map is too large. When I walk around it takes forever to find things and there isn’t enough awesome stuff to look at on the way. Too much travel time.
Also, WHY CANT I TAKE OFF MY CURRENTLY EQUIPPED SHIRT AND PANTS TO TEAR INTO RAGS
I do really like the game and it’s concepts. But it does have drawbacks. If it get’s some polish I would love this game to death
Thanks for the awesome feedback. Alot of the thing u mentioned are on my list of to-do things, including a map upgrade, i too feel its too blunt, (same buildings, towns similar), so we’ll be adding features to separate the look. The Zombie AI is getting worked on as well as animations, which are already made such as hitting and grabbing players. Also the leaning extremly bugs me too so thats on-top of my list,.
And I’m sure you know why u cant take off your current cloths, lol…
Maps defiantly too large. Me and my brother spent 20 minutes trying to find each other and failed.
The quality of the game is awesome, however. As super fighter said it would be a lot funner to see landmarks of the sort and other notable things on the map.
I’m going to be “that guy” and say no, it’s not. It may be similar in a few ways, but from what I’ve experienced it isn’t a clone of the stupid-complicated system dayz uses. God help anybody that tries to clone that.
I think the stancing could use a little bit of work, I found the transitions between stances to be a bit clunky at times. Things like being able to go from prone to walking/sprinting, being able toggle leaning with a double tap like in arma games, and to continue with the arma example, being able to go right from standing to prone with 1 key tap instead of 2. I also dont think being able to lean and sprint at the same time should be a doable thing. If these things we ironed out the game would feel a lot more fluid and tactical, which is something I’ve already really enjoyed about the actual DayZ and arma games.
Also, was adding pristine rotten apples intended? Because if it’s an accident you shouldn’t fix it, I got a bit of a laugh from it.
I’m going to be “that guy” and say no, it’s not. It may be similar in a few ways, but from what I’ve experienced it isn’t a clone of the stupid-complicated system dayz uses. God help anybody that tries to clone that.
I think the stancing could use a little bit of work, I found the transitions between stances to be a bit clunky at times. Things like being able to go from prone to walking/sprinting, being able toggle leaning with a double tap like in arma games, and to continue with the arma example, being able to go right from standing to prone with 1 key tap instead of 2. I also dont think being able to lean and sprint at the same time should be a doable thing. If these things we ironed out the game would feel a lot more fluid and tactical, which is something I’ve already really enjoyed about the actual DayZ and arma games.
Also, was adding pristine rotten apples intended? Because if it’s an accident you shouldn’t fix it, I got a bit of a laugh from it.[/quote]
I guess it just FEELS like DayZ’s system to me, at least in the damage and death aspects of the health. Your health is just your blood, you bleed health out, and there are only really rare ways to regenerate it.
[quote]
Zombie AI could use work (They often track me for a few studs then give up for like 30 seconds then chase me again if they detect me). As well I think animations playing before they hit would be cool. [/quote]
Actually, I would say that this is a unique thing; it’s something I’ve not seen before. Everywhere I’ve seen has pictured zombies as these relentless determined entities who won’t stop at anything to get you. It would be nice to see them give up once in a while.
Of course, animations before they hit would be awesome.
Great game, lots of fun. Loved the combat mechanics and loot system. A couple of quirks, though.
I don’t see it being very popular with ROBLOX’s younger audience, mainly due to it being a walking simulator. Attention spans, man. Large maps don’t work if they aren’t densely packed with interesting locations, or an enjoyable travel environment at the least. Dying of hypothermia before reaching your next destination doesn’t help much, either. You should definitely put some work into the map. I don’t know if you intend to attract that particular audience, but they do make devs lots of money. They are the majority. Also, providing players with a starting weapon, perhaps a knife or so, will definitely keep them more interested while they are still new to your game. It’s frustrating to keep getting killed after respawning due to the lack of a weapon.
Another thing, albeit tiny―the use of SurfaceGUIs for store/building titles and such looks awful. SurfaceGUIs are not affected by lighting―they glow. Major head-turner at night. Definitely a better idea to use decals.
Gus and I played it two weeks ago and agreed that Apocalypse Rising needs to haul ass with its new updates in order to compete. The players see your shiny new game and start to doubt us, but they have no idea what’s down the road. o3o
Keep up the great work, though. Make that map more enjoyable.
[quote] Great game, lots of fun. Loved the combat mechanics and loot system. A couple of quirks, though.
I don’t see it being very popular with ROBLOX’s younger audience, mainly due to it being a walking simulator. Attention spans, man. Large maps don’t work if they aren’t densely packed with interesting locations, or an enjoyable travel environment at the least. Dying of hypothermia before reaching your next destination doesn’t help much, either. You should definitely put some work into the map. I don’t know if you intend to attract that particular audience, but they do make devs lots of money. They are the majority. Also, providing players with a starting weapon, perhaps a knife or so, will definitely keep them more interested while they are still new to your game. It’s frustrating to keep getting killed after respawning due to the lack of a weapon.
Another thing, albeit tiny―the use of SurfaceGUIs for store/building titles and such looks awful. SurfaceGUIs are not affected by lighting―they glow. Major head-turner at night. Definitely a better idea to use decals.
Gus and I played it two weeks ago and agreed that Apocalypse Rising needs to haul ass with its new updates in order to compete. The players see your shiny new game and start to doubt us, but they have no idea what’s down the road. o3o
Keep up the great work, though. Make that map more enjoyable. [/quote]
SurfaceGuis as store/building titles is a good idea if you intend on having them be illuminated neon-like lights
I agree with all the feedback. I myself am bored of the game lol, the map is quite boring, but I do think adding in more unique features on the map will help keep things interesting. And the awful surface GUI’s are a must to be removed next Update.