
05-19-2007, 10:05 AM
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Retired Developer
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Ask a dev a question summary
Here is the list from the event, with a little bit of information from the logs as well.
Feel free to comment here! Hope you enjoyed it!
The list- How will barricading work in ZP:S? (45)
<@gw|Tatsur0> For our first release we will be relying solely on the source engine. We do have other things in the works but until we are reassured with the results you will barricade by picking up objects and laying them down and pushing larger objects to their designated location.
<@frikazoyd> so yeah, as tats said, you will be able to push objects around in front of doors for simple barricading
<@WatchMaker|> Which, in itself, is very effective.
<@frikazoyd> the idea is, we want to release ZP:S as quickly as possible, so we are going for basic ZP:HL functionality for the initial release, and then will be releasing better functionality and more game modes as we go
<@frikazoyd> So in a future release, we are planning on a better, more ideal barricading system
<@frikazoyd> but I think you guys will have more fun pushing around clutter for the first release until we get the new system in.
- What features have you added/modified in order to bolster teamwork? (34)
<@frikazoyd> Right now, there is not much in the game to help balance teamwork. Before the release though, we have a few things in mind.
<@frikazoyd> In fact, they will be addressed in later questions
<@WatchMaker|> Some of which sound -really- cool.
<@frikazoyd> Yeah
<@gw|Tatsur0> like chinese finger cuffs
<@gw|Tatsur0> awesome stuff
<+OkeiDo> :
<@frikazoyd> We haven't added anything really to prevent the "rambo" style of gameplay
<@gw|Tatsur0> kidding of course 
<@frikazoyd> nothing planned for that specifically
<@frikazoyd> But
* Joins: Arctic
<@frikazoyd> The plan is to make it so "Rambo" will have a MUCH harder time surviving.
<@frikazoyd> discouraging that behavior.
- What is the best improvement in ZP:S, in your opinions, besides the graphics? (33)
[12:21] <@WatchMaker|> I personally think the best feature added is all of our new weapons.
[12:21] <@frikazoyd> oh I was talking about the question before watchmaker
[12:21] <@frikazoyd> 
[12:21] <@WatchMaker|> Nothing beats smacking a zombie across the face with a folder metal chair. 
[12:22] <@frikazoyd> Heheh
[12:22] <@frikazoyd> I personally feel that the quality of maps we have in ZP:S is a wonderful improvement
[12:22] * Quits: @MapMan (Ping timeout)
[12:22] <@gw|Tatsur0> Agreed
[12:22] <@frikazoyd> The attention to detail and atmosphere the maps set are truly amazing.
[12:22] <@WatchMaker|> Yea, we really kicked it up a notch there.
[12:22] <@gw|Tatsur0> Quality in general of our models, maps, and animations
[12:22] <@frikazoyd> The maps do not feel like Half Life at all, they are definitely Zombie Panic maps.
[12:23] <@frikazoyd> They just ooze "Zombie outbreak". Even in the less likely settings, like Club Zombo, it is all done really well
[12:23] <@WatchMaker|> I play with the lights on..
[12:23] <@frikazoyd> hahah
[12:23] <@frikazoyd> anything eles on this question guys?
[12:24] <@WatchMaker|> Doesnt look like it.
[12:24] <+OkeiDo> They'll simply see for themselves
[12:24] <@gw|Tatsur0> I believe the addition of unique items will be recieved well
[12:24] <@frikazoyd> care to elaborate?
[12:24] <@gw|Tatsur0> Nah I think i'll let that sit for now
[12:25] <@WatchMaker|> One thing we are striving for is to make every player unique right from the start. Weapons, and appearance wise.
[12:25] <@frikazoyd> Oh yeah
[12:25] <@frikazoyd> Watchmaker hit on an interesting thing
[12:25] <@frikazoyd> Nobody should start with the same weapons
[12:25] <@frikazoyd> there will be a bit of variety
[12:25] <@frikazoyd> so that should be fun
- Will zombie vision be different? If so, how? (32)
[12:28] <@gw|Tatsur0> ZP introduced the zombie vision. Using it let you see the human/zombie players in both light/dark
[12:28] <@gw|Tatsur0> So you could track your prey more easily
[12:28] <@gw|Tatsur0> Only problem was in pitch black parts of the maps you were unable to avoid obstacles you couldn't see
[12:29] <@WatchMaker|> One thing being addressed is the ability to use Zombo Vision all the time, without a disadvantage.
[12:29] <@gw|Tatsur0> Survivors had the benefit of using flashlights. So with ZPS zombie vision we are adding in a filter to allow for nightvision
[12:29] <@gw|Tatsur0> The style of both seeing the player more pronounced and lighting up dark rooms as well as the techniques we are using to do this should make for exciting gameplay
[12:29] <@gw|Tatsur0> and less frustrated zombies
[12:30] <@frikazoyd> So in short
[12:30] <@frikazoyd> Zombie vision is now zombie vision + night vision + added coolness
[12:30] <@gw|Tatsur0> yes
[12:30] <+OkeiDo> Something similar to Aura view in the hidden?
[12:30] <@WatchMaker|> Possibly
[12:31] <@gw|Tatsur0> No details are being released just yet on how the vision will look
[12:31] <@gw|Tatsur0> besides what was listed above
[12:32] <@frikazoyd> Zombie vision is still very much being discussed, so we will for sure release screenshots when we are fully satisfied with it
- How many game modes will there be? (31)
[12:32] <@frikazoyd> On release, the only game mode will be a Source version of classic Zombie Panic.
[12:32] <@frikazoyd> There are at least two more game modes we plan on implementing in subsequent releases.
[12:32] <@frikazoyd> Objective mode, of course.
[12:33] <@frikazoyd> And another probable mode is something along the lines of a barricade mode once we get that implemented
[12:33] <@WatchMaker|> We've gone through quite a few ideas when it comes to alternative gameplay.
[12:34] <@frikazoyd> There are other ideas still being tossed around
[12:34] <@frikazoyd> so there are more that may come out in future releases
[12:34] <@gw|Tatsur0> Some focusing on more unique objective gameplay
[12:35] <@gw|Tatsur0> others focusing on more fast action gameplay
[12:35] <@gw|Tatsur0> So while our Design Doc has some set in stone we are always scribbling down new ideas to keep things interesting and fun
- What do you plan to do about the problem of ammo/gun hoarding? (30)
[12:37] <@gw|Tatsur0> I really like this question
[12:37] <@gw|Tatsur0> probably my favorite
[12:38] <@frikazoyd> We've decided to make it harder for seasoned players to know where the best weaponry and ammo is located, giving new players less of a disadvantage.
[12:38] <@frikazoyd> How we're doing that
[12:38] <@frikazoyd> we'll leave up to your imagination
[12:38] <@frikazoyd> but this is one of those things that will make Rambo a less likely occurence.
[12:38] <@WatchMaker|> Granted I still do it everytime.
[12:39] <@WatchMaker|> And often the first to die..
[12:39] <@frikazoyd> It's not implemented yet Watch
[12:39] <@frikazoyd> 
[12:39] <@frikazoyd> Anyone have anything else?
[12:39] <@gw|Tatsur0> For those of you who were complaining earlier about new players getting screwed cause they don't know where the best weapons are and vet players grabbing them all early. We feel you
- Are there plans to make an official ZP:S Server? (29)
[12:40] <@frikazoyd> Probably not.
[12:40] <+OkeiDo> Oh interesting
[12:40] <@frikazoyd> The only server we have is donated, and is used for playtesting only.
[12:40] <@WatchMaker|> Things may change when we approach a release date.
[12:40] <@frikazoyd> But Watch is correct
[12:40] <@frikazoyd> we really hadn't given it any thought
[12:41] <@gw|Tatsur0> UPDATE: on this question
[12:41] <@frikazoyd> I stand corrected
[12:41] <@gw|Tatsur0> We are discussing an Official ZP:S Server or 2
[12:41] <@gw|Tatsur0> We have a lot of US and European players so it is still being discussed
[12:42] <@gw|Tatsur0> and for those of you who have donated we thank you for giving us this option
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05-19-2007, 10:05 AM
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Retired Developer
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Join Date: Jun 2005
Location: Arkansas
Posts: 4,544
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- Are there plans for more zombie attacks? (28)
[12:42] <@frikazoyd> I would like to leave the answer to this
[12:42] <@frikazoyd> a plain and simple yes
- Is there any game mode that includes more than 1 starting zombie? (28)
[12:43] <@frikazoyd> This remains to be seen. If we can manage it before release, then we will probably use the number of starting zombies as a variable in balancing the game.
[12:44] <@frikazoyd> I really won't elaborate on that
[12:44] <@frikazoyd> I'd rather you guys figure it out when it gets released, but we'll let you know if it is in the release version.
[12:44] <@gw|Tatsur0> Though I think it worth mentioning that yes we are still discussing it but nothing set in stone
[12:44] <@frikazoyd> Anything else guys?
[12:44] <@WatchMaker|> Granted 1 zombie seems to dominate pretty badly already.. lol
[12:45] <@frikazoyd> Well, the hesitance in setting it in stone comes from the fact that many new players dodge zombie
[12:45] <@frikazoyd> and we don't want that to happen
[12:45] <@WatchMaker|> We've always wanted the zombies to be just as fun as survivors.
[12:45] <@WatchMaker|> Or atleast I have.
[12:45] <@WatchMaker|> I need to stop saying We.
- Is the game's atmosphere more scary than ZP:HL was? (27)
[12:46] <@frikazoyd> Definitely, thanks to our awesome mappers, sound guys, and the character models Eka made before leaving. The Source engine itself also handles dark environments much better than the Half Life engine did, so this allows for much darker environments.
[12:46] <@WatchMaker|> I would like to refer to my earlier comment of playing with the lights on.
[12:46] <+OkeiDo> 
[12:46] <@gw|Tatsur0> Seriously
[12:47] <@frikazoyd> Next tats
[12:47] <@Hastings> That one map with the plane. Seriously scary atmosphere, and its in daylight...
- Will there be drivable vehicles? (27)
[12:47] <@gw|Tatsur0> Not for the initial release but it is something we are still discussing and was included in the original Design Doc
- Will sprint be enabled in ZP:S? (26)
[12:48] <@frikazoyd> Probably not.
- How many maps will ZP:S include? (26)
[12:48] <@gw|Tatsur0> We have a few still WIP and a lot done. So you will see atleast as many as those posted in our media section
[12:49] <@gw|Tatsur0> for initial release
- How many weapons will there be in ZP:S? (25)
[12:49] <@frikazoyd> On initial release, this depends entirely on what we get done in a timely fashion. We have many melee weapons, two shotguns, three pistols, and at least one rifle (automatic) in varying states of progress, so at least that many weapons. So, more than we had for the original Zombie Panic at least.
- Are the weapons gonna have ironsight? (25)
[12:49] <@gw|Tatsur0> This is not planned, no.
[12:49] <@WatchMaker|> Thank god, no.
[12:49] <@WatchMaker|> 
- What is the biggest bug that needs to be fixed? (24)
[12:50] <@frikazoyd> As far as programming goes, there is more a problem of several things left to do rather than a specific bug causing the delay. Also, this is really kind of a hard question to answer, seeing as the ease of solving a bug is never evident from the initial approach of fixing it.
[12:50] <@WatchMaker|> The armor bug was fun.
[12:50] <@frikazoyd> hah
[12:50] <@frikazoyd> WAS
[12:50] <@frikazoyd> I think most of the major bugs on the list are pretty well squashed, pending some quality testing, but the rest of the items on it really deal with the need for more to be done. That is, features added, weapons completed, sounds edited, that sort of thing.
[12:50] <@gw|Tatsur0> Oops 
[12:50] <@frikazoyd> So, in short, the biggest bug is really not that big of a bug, but the bug list itself shows just how few people we have working on the mod, and how we need more quality people working on it in a few key areas (such as character modeling, animating, and testing).
- How much emphasis is there on melee combat? How much detail? (Damage variance in weapon types) (24)
[12:51] <@gw|Tatsur0> At the moment, we have only just implemented more than one melee weapon. I plan on making the different melee weapons weigh different amounts, and making the weapons do variable amounts of damage. This is a simple thing to do, and should be in the first release.
- Does ZP:S run smoothly? (23)
[12:52] <@frikazoyd> Assuming the source engine runs smoothly on your machine and the map is well made, yes. I personally have not had performance issues, and I do not have the fastest machine.
[12:52] <@WatchMaker|> We are double checking our maps for any FPS drops, ect.
[12:52] <@frikazoyd> Right, our maps shouldn't have problems
[12:52] <@gw|Tatsur0> Optimizing as we go so far all is good
- Have you added jump delay for the zombies? (23)
[12:53] <@gw|Tatsur0> Not at this time. Can't say for certain which way that will go.
- How many players will there be support for? (23)
[12:53] <@frikazoyd> We haven't really tried limiting the number of players, so probably somewhere around 32. I believe that is the HLDM default.
- Will ZP:S include puzzle solving in any way? (23)
Depends entirely on the mappers. So far, none of the maps really have that element in them in a substantial way.
- Is the gameplay similar to ZP:HL? What is new? Is it better balanced? (22)
It is similar, yes. We plan on implementing a few things to balance it out more for the initial release, but beyond that the first release should be very intuitive for you ZP fans. One of the big differences is the inventory system, which you can see in screenshots of gameplay in our old media releases.
- If there was one thing that makes ZP:S unique, what would it be? (22)
The weight and inventory system are something I have not seen in other mods.
- Do you know if you're going to produce more weapons after release? (22)
Most likely, yes.
- Are there going to be any type of upgrades for weapons? (21)
This wasn't planned, no. I don't think we've considered it actually.
- How will joining the game work? Can you choose to be a zombie or human?
Yes, you can choose whether you are a zombie or not.
- What about late joiners/rejoiners? (21)
People who wait until the starting zombie has been chosen to join as a survivor will start with less equipment than those who decided to join before the countdown began.
- Will the zps.fgd be released before the ZP:S release, at the same time, or after? (20)
When the team feels like release is imminent, we will probably release the .fgd at that time.
- Will there be a tutorial to demonstrate the unique controls added to ZP:S? (20)
We have not really considered this, but the idea is worth discussing.
- How does the physics engine modify the ZP:S experience?(20)
Simple barricading is achievable through the physics engine. Furthermore, the physics engine allows for guns to have stopping power, which is handy against a zombie.
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05-19-2007, 10:24 AM
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Team Coordinator
Developer
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Join Date: Nov 2004
Location: Kyoto, Japan
Posts: 1,751
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Thanks
Well I was very happy with the turnout and results from this Q&A. Thanks again for stopping in. A lot of good questions and I think a lot of you finally got some answers to your questions including whether or not we are still actively working on ZP:S (Definite yes).
Tats...
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05-19-2007, 10:55 AM
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Veteran Member
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Join Date: Aug 2005
Location: Olden, Norway
Posts: 1,655
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Document I made along while the irc chat was going on 
Rapidshare: Zps - Irc Event
Filefront: Zps - Irc Event
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Last edited by JK- : 05-19-2007 at 04:02 PM.
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05-19-2007, 01:57 PM
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Privileged Member
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Join Date: Sep 2005
Location: In your pants!
Posts: 111
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Quote:
Originally Posted by JK_DA_ZOMBIEKILLA
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Rapidshare sucks <_< go get it on filefront plz
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05-19-2007, 02:18 PM
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Retired Developer
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Join Date: Jun 2005
Location: Arkansas
Posts: 4,544
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Thanks JK, I didn't have time to snag the public Q and A.
By the way, if you will notice in my replies, there are a few questions we prepared answers for, but they did not make it into the channel. So you can read that for even more responses. (They're a giveaway in my formatting because the answers are in italics, and don't have <frikazoyd> <Tatsur0> before them.)
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05-22-2007, 06:22 PM
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Survivor
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Join Date: Oct 2006
Location: Where ever there is an outbreak
Posts: 75
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I smell the release comming!
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http://www.ex0.biz/uploads/1106/1164926615.jpg
Sig is WAY too big, read the rules.
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05-23-2007, 02:47 PM
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Privileged Member
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Join Date: Aug 2006
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very nice 
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05-25-2007, 02:20 PM
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Civilian
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Join Date: Jan 2006
Posts: 27
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Wait a second then i suppose even melee weapons will be random when we start right?
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05-29-2007, 10:10 AM
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Civilian
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Join Date: Apr 2007
Posts: 20
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And now the worst part....waiting for the release to come 
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