Paradise Falls

by Falacy
Survive the apocalypse
ID:118162
 
Under Construction
Key Features TBA
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When i got on the game i liked it its Kinda like Paradise City,but better soon as its done and all put together i think it will do great If you need a G.M. contact:[email protected] <--my MSN [email protected] <--my Gmail
this is a nice game fal i would be glad if i could help you with it =D
Once I got past the initial clunkyness (Due to obvious incomplete features) I saw what could turn out to be a very enjoyable, almost MMO like experience.
Its got potential and could fill the need of me wanting to play dead world. Just make sure there is a lot for us players to do other than just killing zombies in the final product.

Rockeyx2 wrote:
Just make sure there is a lot for us players to do other than just killing zombies in the final product.
Like what?
Falacy wrote:
Like what?


Being able to build like you originally planned for Paradise City would be fun...
El Wookie wrote:
Being able to build like you originally planned for Paradise City would be fun...
Currently, I have it planned so you'll be able to buy/upgrade/customize every building on the map. Though not necessarily "build" things. There will also be an underground map with sewers that follow the streets, and dirt everywhere else that you'll be able to freely dig through, which you could use to layout your own rooms and such. You'll also be able to build barricades that you can use to block off areas. I also want the map generator to create more house-like buildings, with bedrooms kitchens garages and etc, instead of just single room buildings everywhere, but that needs more planning and effort.
Falacy wrote:
Currently, I have it planned so you'll be able to buy/upgrade/customize every building on the map. Though not necessarily "build" things. There will also be an underground map with sewers that follow the streets and dirt everywhere else that you'll be able to freely dig through, which you could use to layout your own rooms and such. You'll also be able to build barricades that you can use to block off areas.

When you mentioned digging through dirt my Minecraft erection grew. That sounds like it could be some serious fun, be it for the intended purpose, or adding more sandboxy purposes like player-made mazes and other cool designs.

Something I'd love to see in a BYOND game like this would be a Borderlands-esque weapon variation system, although a realistic way of finding these weapons is beyond me, the ability to shout 'Heck yeah I found an orange!' is always a fun feature.
El Wookie wrote:
When you mentioned digging through dirt my Minecraft erection grew.
It'll be more like LodeWars, if you've ever played that.

Something I'd love to see in a BYOND game like this would be a Borderlands-esque weapon variation system
That's actually planned, varying weapon stats like borderlands does takes practically no effort. On top of that, weapons are planned to be fully mod-able, with scopes, silencers, bigger clips, and other stuff. Melee weapons will be upgradeable, somewhat like Dead Island/Rising, where you can attach nails, barbed wire, fire, etc to the end of a bat to make a more effective weapon. And all of these weapon upgrade will be visual, and fire would provide a light source.

although a realistic way of finding these weapons is beyond me, the ability to shout 'Heck yeah I found an orange!' is always a fun feature.
You shouldn't shout, it attracts zombies =P
As for "realistic" weapon finding, I dunno. The objects that spawn in buildings will be classified into specific loot types, you won't just always find food in everything. You'll also be able to loot corpses, mainly for clothes, Oblivion style. Clothes will come off bloody, as well as getting bloodied as you fight, and there will be laundromats/washing machines to wash them in. Blood will attract zombies.


I also want to have at least 3 human factions that can be allied or attacked, and FO3 styled robots which can be created and controlled by players. In order to offer more varied gameplay; Robots will target based on sight, Zombies by sound, and humans by a mix of both, with human AI sight targeting effected by light levels.
Falacy wrote:
It'll be more like LodeWars, if you've ever played that.

That still sounds like a lot of fun, how will zombie AI work? Will zombies spawn down there, or need to wander down there, or will there be specific spawn points that can be found down there for zombies, or will it just be completely zombie void?

That's actually planned, varying weapon stats like borderlands does takes practically no effort. On top of that, weapons are planned to be fully mod-able, with scopes, silencers, bigger clips, and other stuff. Melee weapons will be upgradeable, somewhat like Dead Island/Rising, where you can attach nails, barbed wire, fire, etc to the end of a bat to make a more effective weapon. And all of these weapon upgrade will be visual, and fire would provide a light source.

That also sounds like a lot of fun, I'm completely hoping you add generated names, I spent days playing Diablo 2 just to find all pieces of armor 'of the Jackal'. Finding 'Amazing shotgun of the whispering whale' would seriously cheer me up in any situation.

You shouldn't shout, it attracts zombies =P

I just found an orange, I'd like to see zombies try it!

As for "realistic" weapon finding, I dunno. The objects that spawn in buildings will be classified into specific loot types, you won't just always find food in everything. You'll also be able to loot corpses, mainly for clothes, Oblivion style.

I never actually played Oblivion, but I can imagine what you're suggesting. Maybe one of the buildings you could 'build' should be a gun shop, which would have new guns spawn once per every few days and would be purchasable. Will money still be obtainable via killing zombies, or other means? Maybe quests from randomly generated NPCs asking for help? That could be another cool way of giving out good weapons, as rewards.
El Wookie wrote:
Will zombies spawn down there, or need to wander down there, or will there be specific spawn points that can be found down there for zombies, or will it just be completely zombie void?
Zombies won't spawn in sewers, they will be able to fall down through sewer caps. Certain aggressive animals will spawn in the sewers, like bats and alligators. And I may also create faction outposts down there, as well as in random buildings on the surface.

I'm completely hoping you add generated names
I was thinking about it. And about having items that would allow the players to rename their weapons suffix/prefix to whatever they wanted.

Maybe one of the buildings you could 'build' should be a gun shop, which would have new guns spawn once per every few days and would be purchasable.
Meh. Kina wants to include some super fortified gun shops, something like in FONV, where they have all these guns inside a safe room that you can't get into, and only sell them to you.

Will money still be obtainable via killing zombies, or other means?
Money will be gold. The economy will function mostly on trading. Instead of only having direct currency, you'll be able to trade a necklace worth 100 gold and a gun worth 50 for some 150 dollar item.

Maybe quests from randomly generated NPCs asking for help? That could be another cool way of giving out good weapons, as rewards.
We do want some sort of quest system, but it isn't very thoroughly planned out at this point.
Falacy wrote:
I was thinking about it. And about having items that would allow the players to rename their weapons suffix/prefix to whatever they wanted.

Whale Whale Whale Whale Whale Whale Whale Whale Whale Whale Whale

Meh. Kina wants to include some super fortified gun shops, something like in FONV, where they have all these guns inside a safe room that you can't get into, and only sell them to you.

That's what I meant too, or did you mean that the gun shop wouldn't be buildable, instead on a fixed point on the map? That would be good too, but it would kind of ruin the image in my head I currently have that you're going for, of a completely re-definable world.

Money will be gold. The economy will function mostly on trading. Instead of only having direct currency, you'll be able to trade a necklace worth 100 gold and a gun worth 50 for some 150 dollar item.

How are you going to be able to gauge these values? And will they be biased completely towards the seller, in a more realistic but harsh fashion?


We do want some sort of quest system, but it isn't very thoroughly planned out at this point.

This is starting to sound more and more like a 'Post apocalyptic sandbox with zombie killing minigame' game (As opposed to Hat trading simulator with first person shooter minigame) which isn't a terrible thing, but I do hope you add major events to make players get together and make the game a little difficult beyond just accidentally getting yourself into trouble. Sort of like how the zombies all grouped together to attack one place on Paradise City.
El Wookie wrote:
That's what I meant too, or did you mean that the gun shop wouldn't be buildable, instead on a fixed point on the map? That would be good too, but it would kind of ruin the image in my head I currently have that you're going for, of a completely re-definable world.
Such buildings would spawn in a certain spot. I would like to have at least gun shops, gas stations, laundromats and grocery stores, probably other things, but not off the top of my head. Being able to upgrade houses will be more like; you find a broken down car in the garage, bring whatever is needed to fix it up, then that house will always have a vehicle in it for you; or repair the electrical problems for the house, and then the lights can be turned on. Customizing them will allow you to swap out the wall tiles for windows/doors/bricks, and all windows and doors will be able to be barricaded for defensive purposes. And once you purchase a house, you'll get bonuses for sleeping there, and you'll be able to send your NPC allies there to wait for you, and have deliveries made from factions.

How are you going to be able to gauge these values? And will they be biased completely towards the seller, in a more realistic but harsh fashion?
I could generally change value of things depending on who you're trading with, but I think the gold items you loot (like jewelery) will maintain value. Trading guns to the military may be worth less, since they're already stocked on that, while trading them food if they're running low may be worth more.

This is starting to sound more and more like a 'Post apocalyptic sandbox with zombie killing minigame' game (As opposed to Hat trading simulator with first person shooter minigame)
Who doesn't love hat trading? =P
But yes, killing zombies shouldn't be the primary focus of gameplay.


Sort of like how the zombies all grouped together to attack one place on Paradise City.
Well, I would like to have a quest type where you have to defend and/or attack areas, but that wouldn't necessarily require everyone on the server to team up.

And in case you missed it:
I also want to have at least 3 human factions that can be allied or attacked, and FO3 styled robots which can be created and controlled by players. In order to offer more varied gameplay; Robots will target based on sight, Zombies by sound, and humans by a mix of both, with human AI sight targeting effected by light levels.
Falacy wrote:
Customizing them will allow you to swap out the wall tiles for windows/doors/bricks, and all windows and doors will be able to be barricaded for defensive purposes. And once you purchase a house, you'll get bonuses for sleeping there, and you'll be able to send your NPC allies there to wait for you.

Ah I see more what you mean now, that does sound interesting, although not quite as fun as building a Wookie mansion =P

I could generally change value of things depending on who you're trading with, but I think the gold items you loot (like jewelery) will maintain value. Trading guns to the military may be worth less, since they're already stocked on that, while trading them food if they're running low may be worth more.

This makes sense, but how will players find 'more' of these items, having them randomly re-spawn over the world doesn't seem ideal, but neither does an infinate sized world =p


Who doesn't love hat trading? =P
But yes, killing zombies shouldn't be the primary focus of gameplay.

The idea of a real life situation where guns are being fired and people dying all around me, and there's just two people arguing over a top hat and fedora, doesn't appeal to me too much ;p


Well, I would like to have a quest where you have to defend areas, but that wouldn't necessarily require everyone on the server to team up.

I didn't quite mean all the server to team up, but just a little something to get the adrenaline running. You seem to understand what I meant though.

And in case you missed it:
I also want to have at least 3 human factions that can be allied or attacked, and FO3 styled robots which can be created and controlled by players. In order to offer more varied gameplay; Robots will target based on sight, Zombies by sound, and humans by a mix of both, with human AI sight targeting effected by light levels.

I did indeed miss this, but would those humans/robots be firing guns back? I don't like the idea at all if that's the case, I know you're smart enough to not make them basically auto-aim, but it still sounds like it would be far too tedious and ridiculously hard to manage.


Work calls! Good day sir.
Well, it has been updated!
Falacy wrote:
Well, it has been updated!

Interesting, this happened to be the same time I got home!
Gonna become great!
Lol i see the minecraft diamond pick axe in the hot keys :3
Kevin208 wrote:
Lol i see the minecraft diamond pick axe in the hot keys :3
Well, I made it into a building game, and what would a building game be without diamond pickaxes?!
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