UPDATE!
This project is now scrapped. My coding has come on leaps and bounds since this project, but i've dropped it in favour of the Ashes of Bavan: Monster Rising project i am currently a member of. If i ever return to this project, i don't ecpect to use anything you'll find in here.
Most of the fluff has now been moved to the new blog to de-clutter this thread. I will also be using the blog to let people know what i am working on.
So its still going to be a few weeks until i have a stable version of the game to update. The tiles for the new map just suck up time like nobodies business. However... I finally got hold of a character artist. Its pretty expensive, so I'll only be able to commission a small amount at a time. I'm very very happy to show you guys some characters that will be featuring in the game

New character designs:
Llith:
Spoiler (click to show/hide):
First is Llith, a character from the cult of mutation. She has several demonic mutations as well as a mouth that is sewn shut. Don't worry, she has an extra mouth on her throat, leaving the interesting possibility of a throat-job open.
Sami (Placeholder name):
Spoiler (click to show/hide):
A character from the Bandits faction. She's not been officially named yet, though i'm using Sami as a placeholder name. Anyone is free to suggest better names for her.
Spoiler (click to show/hide):
NEW MAP SYSTEM: check out the blog for more details.

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ApocalypseZ blog:
http://apocalypsezgame.blogspot.co.uk/There is now a shop implemented. Since all you can do at the moment is run around blasting the heads off zombies and other nasties you might encounter, i've made it so you start with £1500. Money is relatively hard to collect at the moment, and there is no incentive to just keep fighting zombies with your fists. Buy a few things and try them out.
Screens:Spoiler (click to show/hide):

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- title_screen.jpg (172.69 KiB) Viewed 9010 times
V0.3.3 is now the current version. I had wanted to bring in contcact with the cult of mutation in this update, but sadly I ran out of time to do that. The main reason is that the current open world is too bulky and awkward to navigate. Before i can bring you into contact with any faction i need to re-work the open world. I have a system lined up that will be similar to the one seen in Trials In Tainted Space, though not exactly the same.
Changelog V0.3.3- Three new enemies. Raiders, Wild Dogs and Hellhounds. Don't underestimate them. Each one is very dangerous in its own unique way.
- Twelve new items. (Six weapons, a consumable and four items that will become more useful when crafting is introduced. Dogs and hellhounds also have a chance of dropping a collar when you kill them. No prizes for guessing where that is leading.)
- Exp gain and levelling system, allowing you to increase your stats.
- Some under the hood fine tuning in the combat engine. When choosing weapons in combat, drag the box with your mouse to see more weapon options if you have more than 4 weapons in that class.
Changelog V0.3.2:Spoiler (click to show/hide):
Looting no longer just dumps loot in your inventory. You are given the option of taking what you like and leaving the rest. With a weight limit on your inventory it is only fair, plus helps prevent an inventory cluttered with lots of useless crap.
Now for the big one, the combat engine. It has changed completely:
1. You may now fight up to 3 different groups of enemies at once. Each one operates independently from the others.
2.The GUI has been vastly improved. you are no longer spammed with text telling you how much energy / hitpoints everyone has, you just have displays that show all the time.
3.Combat is no longer entirely reliant on strength. This was a major flaw of the old system. If you had low strength then it was virtually impossible to win fights. Now all weapons have a base max hit. Strength gives a bonus that can raise the max hit for melle damage and increases the range of thrown weapons.
4. Similarly to strength, hitting an enemy is no longer entirely reliant on a high accuracy skill. Each weapon has a set chance to hit the enemy. Accuracy simply raises the max hit of the gun or thrown weapon you are using in a similar way to strength.
5. The biggest change by far is that fitness is now arguably the most important skill in a fight. It now determines how often you get to act compared to your enemies. You will see an attack speed bar under your hitpoints and energy. Your enemies will have one as well. The higher your fitness, the faster the bar will fill. When the bar is full you can act. Whenever one of your enemies gets a full bar, they get to attack.
Changelog v0.3:Spoiler (click to show/hide):
Expanded map
Five new weapons
Improved inventory display and mechanics
Limits to the weight you can carry (based on strength)
A shop, though please consider the prices placeholders for now.
Major bug hunt, most bugs found in v0.2 should be zapped
Working on:Complete overhaul of the open world, navigation and map.
Contact with the cult of mutation.
Some sex scenes that will include monster rape.
I will apologise in advance, some of the text is bad grammatically. With this being my first project and quite a complicated one, i've been focusing on the code and I've neglected the text a little bit. This will be solved, but not until i've got the mechanics of the game to an acceptable point.
Here is the link to download the game:Unfortunately due to corrupted files in the backup version I was using to post hotfixes for V0.3.3 I have had to remove the download link temporarily. As soon as the new version is posted (i'm aiming for towards the end of November) there will be a link to the game again.
The game is created in renp'y so you will need to dowload and install that if you haven't already to run it:
http://www.renpy.org/latest.htmlPlease let me know what you think of it, and let me know if you find any bugs / exploits.
I hope you enjoy it.
Quick Q and A:Spoiler (click to show/hide):
Q: Is there any sexual content?
A : Not yet, I've made the framework for the survival aspect of the game, which is the hardest part. I'll be expanding the map next as well as putting in events and things to do. After that I will be implementing communities, the sexual content will come as part of that. What fun is an apocalypse if you can't take advantage of a world with no laws?
Q: The game is pretty basic right now, why is it being released at this stage?
A: The game is based on user choices and random variables. Even though it only has a few things you can do, depending on what choices you made previously there are thousands of possible paths to take and outcomes to situations. Solo bug hunting is virtually impossible so I'm hoping you guys will be able to help me. There shouldn't be any game breaking bugs in there at them moment, but you might find one or two that are very specific to certain paths.
Q: What can i do right now?
A: As of this version, run around killing and looting groups of zombies. Not much else sadly. V0.4 should bring more enemies to kill and a levelling system.
Q: The graphics suck. Why?
A: I am not an artist, not even close. All images are pulled from open sources I find on google. I can barely manage even minor changes, so I apologise for the bad quality and mismatched look. I am hoping to recruit an artist to the project at some point, which should solve the problem somewhat. (Incidentally, if you are an artist and are interested, please send me a message.)
Q: Rollback doesn't work very well. Why?
A: The game is programmed using a function called renpy.random.randint. It chooses a random number from the range i give it and uses that to chose an outcome based on your stats and previous decisions. It does not play well with rollback. If you hit a bug, using ignore should get you past it.
Q: I failed at something even though i should be really good at it with my stats. Why?
A: The game is designed so that even if you are really good at something there is a small chance you will fail and even if you are really bad at something there is a small chance you will succeed. I am in the process of completely overhauling the combat engine for v0.4 which should make things more realistic and balanced.