LINKS*_*_*_*_*_*_*Zombie Towns Catacombs of Shierra The Forums *****Our Partners***** I'm A Kitty Comics, Games and Design | OUR ANNOUNCEMENTS, NEWS AND EVENTSSeptember 15, 2012Changes: 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, 2012As 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, 2012August 7, 2012August 4, 2012August 2, 2012July 31, 2012UNKNOWN DATE |