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







