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September 15, 2012


Well, the update is almost here. Things are still a bit of a mess in dev, but we should be pushing it out by the end of the month. On top of everything else, there has been a horde of changes.

Changes:

There are no mystery boxes anymore. Card chances are generated instead. Cards can be played at any time, and have both immediate effects and effects lasting several days. Store Items generate three random cards per day.

Town Council - The player may elect up to 5 "survivors" to town council. This includes Store items. Each have primary effects, and some have secondary effects like generating certain cards.

Event Cards - Event Cards force certain situations on the player, usually for a good outcome. Event cards can be used to force certain psycho puzzles, and in some places be used to increase the number of points psycho battles offer. Each psycho is capped at 5 card events, however.

The adventure Module: The adventure module is a module we will be airing soon, giving a single player game inside this tick based game. While still in the early stages of development, this module will allow you to level up your sheriff, and have him or her lead the town until their either death, or until you decide to replace them. Gear carries over from sheriff to sheriff though!

Bullet Manufacturing- You will now have to set your levels of production between defense and ammunition manufacture. Don't worry, it'll all make sense in the game. This also makes armed combat less dangerous for soldiers.

September 4, 2012


So, a bit of a update after a month or so of silence...

As you know, we acquired the rights to this site from a second group, and with it came quite a lot of baggage. The terms of our agreement mean that most of my free time has been engaged working on different projects, leaving ZT and our other development by the wayside. I've been trying to find time to get back to it, and pretty soon I should be free enough to get back to development.

The next big milestone for ZT is integration with our Dev environment. I have a ticket system in place that will allow our Dev and Testers alike respond to ticketed items and adventures in the main game, but at the same time leave it very unburdened for the player(and mostly hidden). With the project I've been most recently working on, this system has been almost fully developed, which is the good news.

The bad news is this sets almost all of the development back a good two months, as the system is easy to administer, but a bit of a nightmare to originally set up. The permissions system I originally used has to be updated to take into account some elevated user statuses, but in the end shouldn't be hard, just time consuming. As most things end up being.

August 7, 2012


So... Yeah. Big problems with the log-in script from zombie towns. We have a fix up right now, bit it sort of leaves your town a bit underfunded. It's not a problem, but it means for at least the next few days new games are going to be slightly more harder then intended, as you have to fix the entire town from rubble. I kinda like this themactically, but it's causing strange havoc to our database. This is sort of my fault for using depreciated methods, but we should have a complete fix by friday.

August 7, 2012


A new project will be live, a small game I've worked on in partnership with Imakitty.com. The adventures of Sir Huffington. It's... something, deffinatly.

August 4, 2012


Zombie towns are ow live at zt.sitdgames.com. Some of our scripts are a little broken, and I'm working on fixing that as I write this. It may take some time.

August 2, 2012


As stated on our google+ page, DKG has aquired the rights to Sitting In the Dark Games, and as such are now soley known as SITD Games. This transition has been a bit hard on everyone, so please bear with us as we transfer all of our materials to this site.

July 31, 2012


With toil, the beast pulled the levers andactivated the machines that dotted the old building... slowly, more and more systems came online, as the building came to life. The first to rise, but not the last, was the server...

UNKNOWN DATE


Deep within the bowels of the Sitting in the Dark Labs, a beast woke up. It's slumber had been long, and it had been known by many names in the old world, but this was the new world... a place of constant imagination, of constant change.... a place where the beast could thrive. It shuffled on it's decrepid and rotted legs, slowly at first then ever faster, towards the light... towards outside... and it's destiny...