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Zafehouse 2’s shiny new combat window (and mechanics)

Sunday, 28 February, 2010

It’s been a long time coming, but I’ve finally done enough work on Zafehouse 2’s second combat prototype to post a couple of screenshots.

As I mentioned in a previous update, the original combat implementation was ground into a fine, code-tasting dust and packed away, replaced by an infinitely deeper (and juicier) solution that uses firing arcs.

Entering into combat hasn’t changed – you still click on the event in the event window – and the representation of the room is similar too. The difference is that zombies are no longer shown as one large group, they’re now broken up into individual flesh-eating nasties. Weapons have also evolved, the far/close/melee profiles exchanged for variable firing arcs and shot modes. For example, the shotgun has a wide firing arc and shoots pellets in a spread, but it can only fire once per turn and has a short range. A submachine gun on the other hand has a medium firing arc and range, but you can shoot up to six bullets at one or multiple targets. Keep in mind that each bullet fired in the same turn reduces the accuracy of the shot that follows it.

Hit the jump for an additional screenshot which show projectiles in flight. Yes, I said projectiles.

Read the rest of this entry »

We’re not dead, we feel fine, we feel happeee…

Friday, 19 February, 2010

Well here we all are again, the Sci-Fi decade commenceth!

As promised some time back, we will be kicking off the new year firstly with an Indianna Pones extravaganza; presenting our exclusive three part documentary focus on the releases of Blendo Games, including a blow-by-blow interview with Blendo’s founding playa Brendon Chung.

For any of you out there who’re unhealthily obsessed with Mr. Chung, we’ve included the interview transcript for your reading pleasure (below).

In addition to this Blendo games expose, we’ve got even more recently relevant news that’s so hot out of the oven you’ll blister your tongue trying to digest it, ruining the rest of your day and any other consequent meals you might attempt to enjoy… material or er metaphysical… what was I getting at again?

…Oh right, Flotilla (review pending).

Flotilla is the newest of the new from the mind of Brendon Chung, soon to be released through Impulse, GamersGate, XBLA and also direct from Blendo Games. We’ve got our copy of the game, where’s yours?

We’ve also recently been writing lots of promise-checks by way of our stunted efforts to play through the entirety of Resident Evil 5; all three of our die hard Beginners-Guide fans will be happy to know that recently Loge’s and myself finally witnessed the conclusion to Resi 5 in all of its jaundice tinged glory! So now all that’s left for us to do (aside from the mammoth video editing line I’ve got to wade through) is make more promises about soon to be finished and updated entries into our Beginners Guide to Resident Evil #5 series; parts three & four should be up in the next couple of weeks so ya’ll do come back now!

And now our interview with Brendon Chung of Blendo Games…

Read the rest of this entry »

Coming soon!

Friday, 18 December, 2009

Blendo

*Whew* It’s been an interesting few weeks over here and I’ve noticed my posting has dropped away to bare minimum. Hopefully all you faithful uudders out there (all four of you) have been sharp enough to recognise my absence as a sign of intensive labor.

Hence I am pleased to announce in advance, coming soon to uudders we will be issuing the next sterling installation of Indianna Pones with a special focus on Blendo Games.

This mini-documentary will cover the broad spectrum of games by Brendon Chung (headmiester at Blendo) while also including an exclusive interview with Brendon.

We will also be issuing new installments in the ongoing Beginners Guide to Resident Evil 5 series of vids very soon.

Stay tuned uudders!

~R

Zafehouse Infection: The Fan Mod

Thursday, 17 December, 2009

Zafehouse has its second user-made modification, thanks to flap on the game’s official forums.

Based on the v1.82 source code released recently, Zafehouse Infection amps up a number of features of the game, while adding a few new things for you (and I suppose, the undead) to sink your teeth into.

Version 1.0 is already up and available for play, and includes the following changes:

- Infection is now contagious, but there is a small chance to heal it.

- Weapons can be loaded automatically, and when giving a range weapon to someone, is it automatically loaded with one box.

- Barricades higher than heavy block survivors movement

- It is possible to weaken barricades to recover some supplies

- Survivors fighting alongside family members [survivors with the same surname] get an attack and defense bonus

- A survivor can only be cured once per hour.

If you’d like to help flap out, or just give his version a whirl, head over to the progress log on the forums, or check out the list of planned changes and ideas.

Zafehouse Infection V1.00 – Fan edition – Progress Log [Zafehouse forums]

Six new Zafehouse 2 screenshots

Wednesday, 16 December, 2009

If you take a gander at Zafehouse 2’s media section at the official Zafehouse website, you’ll notice a bunch of fresh screens from the latest build of the game. Combined, the shots demonstrate combat, the day/night cycle, trade window, furniture destruction and a heap of UI updates over the first gameplay video.

All the thumbnails can be clicked for larger versions, if squinting isn’t your thing, and I can assure you they want to be clicked. By you. Right now.

Zafehouse 2 – Media [Zafehouse]

Why games need textbooks

Sunday, 13 December, 2009

Because they’re funny, mostly!

Something Awful’s devout followers have mused on the prospect of a world where classic gaming concepts are awarded their own learning-orientated literature, and crafted a series of Photoshops to illustrate their findings. I found the Health Recovery one (shown here) to be among the best, though a few other gems await you in SA’s Comedy Goldmine.

Video Game High School [Something Awful]

Back To The Future Crysis mod with working DeLorean

Monday, 23 November, 2009

By far the coolest thing you’ll see all day and, most likely, all week.

Back to the Future Delorean Crysis Mod [YouTube]

Fresh, red-tinged look for Zafehouse.com

Saturday, 21 November, 2009

Yes, I decided it was finally time to give Zafehouse.com a brand new skin. It was coded in a day (phew) and uses Wordpress as a CMS, and it seems to be working fine. I have a sneaking suspicion it breaks in older version of Internet Explorer, but I’ll get round to fixing that.

For now, Firefox and Chrome love it, and that suits me just great. Go take a look!

Zafehouse [Official site]

Big Oz independent Krome sees 60 devs cut

Tuesday, 17 November, 2009

The global financial crisis continues to disembowel the Australian games development scene, with reports suggesting up to 60 employees have been cut from local stalwart Krome.

The cuts have been confirmed by Krome’s CEO Robert Walsh, in a statement to Australian Gamer:

These cuts, while incredibly difficult as they affect the co-workers we consider friends, are necessary as we position Krome for the future. We’re also actively pursuing several business opportunities which, if secured, will enable Krome to reemploy some of the staff given notice.

All three of Krome’s studios have been hit – its Brisbane presence lost 30 people, 16 are gone from Melbourne, and Adelaide is weaker by 14, according to comments on Tsumea, a networking and news site for Australian developers. If these numbers are accurate, the Adelaide studio took the brunt of the damage, relatively speaking – it’s original complement was just 36.

Krome’s titles include Transformers: Revenge of the Fallen and Star Wars: The Force Unleashed on Wii and a number of games in the Spyro series.

All the best to the employees affected. Many say the economy is well into recovery, but personally, I find it hard to see the truth of this given the current state of our industry.

The latest round of redundancies [Tsumea]
Krome Studios official statement [Australian Gamer]

Second Life now metered on Telstra BigPond

Monday, 16 November, 2009

BigPond, the ISP arm of telco Telstra, is closing the doors on its virtual island in Second Life. What’s a lot more interesting is that Second Life traffic (that is, downloads and uploads between players of the game and its servers) will now be flagged as metered usage for BigPond subscribers.

Unmetered usage is one of those big features you look for in an ISP. Internode, for example, has unmetered downloads to its gaming servers and site, so users can grag patches (which can be 100s of MB in size) and play Counter-Strike without it eating into monthly allowance.

According to a Telstra spokesperson, this should only affect 2000 of its clients; the regular players of the game. I’d be a bit angry if I’d signed up to BigPond just for the unmetered Second Life traffic, but I’d also be just as crazy for signing up to Telstra in the first place. It’s no mystery the ISP is a joke when it comes to pricing, and if you really, really love Second Life, I’d take this as an omen to hitch up with Internode, iiNet, or one of a dozen other much better providers.

BigPond pulls plug on Second Life [The Age]