Con Artist Games » Blog Archive » Character Creation Prototype /* */
10
Dec

Character Creation Prototype

   Posted by: Con in Game Design, Last Stand

Something else for you guys to play with. This is a bare bones prototype of the character creation tool. Just wanted to give you some idea of what’s behind all that stuff in the alpha and to see what sort of characters you guys can create (in terms of numbers) with this thing.

No where near as exciting as mindlessly shooting stuff up, but hey, it’s all part of it.

Things you’ll notice:
- Adding attribute points will boost your skills that fall under that attribute.
- Strength and Endurance don’t have many skills, this is because they get used in a number of other places. Things like health, melee damage, carry weight and for certain rolls.
- You get 3 selected skills at the very start of the game, which will add 15 points to that skill. From there out you’ll add single points at a time.
- Bare in mind that the character you played with in the alpha had all his attributes at 5 and his skills at 10.
- Luck isn’t tied to any skills, but it will play a part in pretty much every action in the game.
- Levelling up won’t be the only way you add to your skills.


THE LAST STAND: UNION CITY - CHARACTER CREATOR PROTOTYPE




132 comments so far

Pat
 1 

too many options if you ask me. its a lil confusing. how all the options are interrelated. keep it simple. increasing aiming/weapon skills is cool. but all these suboptions. its seems overloaded.

of course i appreciate the level of depth and work you put in. but yea.. i think its very complex.

It may seem complex because of the presentation. You won’t ever see a screen that has all of this and this many choices to make at once. It’ll step you through it gradually. On top of that, you will be able to skip all this completely by playing the “Run n Gun” mode, where you’ll pick a character class and be done with it. It’ll even let you auto level.

This level of detail is for the hardcore RPG fans out there. I realise it’s not for everyone, trust me it won’t be forced upon anyone.

- Con

December 10th, 2009 at 3:00 pm
 2 

Second! Nice. But I was hoping for the character look customisation. Quite nice stat maker but a little disappointment with this alpha.

December 10th, 2009 at 3:23 pm
 3 

Very nice, I think the added sneak and luck will play a large role.

Not too fancy, but that is to be expected.

Very, very cool. I can already tell there will be an argument about the best “build” like in Sonny.

Also, it looks like you’re at level negative one. XD

December 10th, 2009 at 3:24 pm
Brandon
 4 

sick start man, a bit confusing but i’ll manage. I cant wait to see how these skills effect game play

December 10th, 2009 at 4:26 pm
 5 

Very nice. Except for the presentation. And the fact that precision upgrades so many stats, but I guess the word Accuracy will be a big part in the definition of it in-game. Also, after reading the first comment I started thinking, There will obviously be safe areas, so do you lose food + water points in Survivor mode? :(

It’s a prototype. Final product will look nothing like this. Seems to be something that people don’t get, everything starts out rough and ugly, it’s just how it works.

Lose food and water points?
- Con

December 10th, 2009 at 4:28 pm
Raul
 6 

This character creation tool is cool, I like this system. I think is not difficult to use If you have a few time to see it well.
I start tooday thinking on my character. :D
Good job Con.

December 10th, 2009 at 4:40 pm
Bern- (Well known as Zslayer)
 7 

Ah I see how this works.
Not bad, should integrate really well with the game system alpha we tested!

It’s all integrated already, it’s just all set at certain levels at the moment.
- Con

December 10th, 2009 at 4:46 pm
bubbleboy231
 8 

i really like the setup but will it always be like the 15 each or is it going to be the one skill one up thing.
please respond.-bubbleboy231

The fifteen point allocation is just for the initial skill choices. You’ll add single points to skills through the game. There’s more on it here: http://www.conartistgames.com/index.php/the-last-stand-union-city-characters/

- Con

December 10th, 2009 at 4:48 pm
ZombieHunter
 9 

Wow, this level of detail is great. I’m already excited for whenever the final game comes out, and you putting out alphas and other such development stuff is awesome. Keep up the good work!

December 10th, 2009 at 4:58 pm
Thomas macpherson
 10 

dude i love this and love your series, great work on the detail i like how you didn’t try to make it all 3d nice job con cant wait till it comes out, ill comment on your other betas

December 10th, 2009 at 5:13 pm
Thomas macpherson
 11 

And i love how complex the creation system is its badass for serious rpg fans also, lvling up nice addition

December 10th, 2009 at 5:14 pm
nolan
 12 

the only thing i didnt like was how you add fifteen points to one attribute/skill,also what type of guns will you find most often.

December 10th, 2009 at 5:27 pm
a guy with an idea
 13 

highly amazing i love it but it would be better if they were 15 instead of 16 y r they 16

Eeehhhhhh?
- Con

December 10th, 2009 at 5:30 pm
 14 

Oops. Sorry. I was comment 5. Meant to say will you gain hunger and thirst in safe areas? Or when your menu’s up?

December 10th, 2009 at 5:52 pm
Valhelm
 15 

That’s really cool, brah. I like how Union City seems to have its own new art style, unlike that of TLS and TLS2.

December 10th, 2009 at 6:29 pm
Joey55
 16 

I agree with most of the other people that the 15 points that goes to the skill every time you pick it is a little more complicated than it needs to be. Would you be able to just add one skill point in the skills but decrease the max for them to maybe 20 or 30 at the most?

No. No. No. Read the first post about characters I linked to earlier.
- Con

December 10th, 2009 at 6:44 pm
 17 

So i assume that in the game you will be able to get knives and bats and stuff, so if i were to increase my sneak attribute a whole lot, would i be able to go through whole areas without being detected. I find that this system is cool, and i like having all the options. very exciting alpha…

December 10th, 2009 at 6:57 pm
Thomas
 18 

Honestly people, it’s not that hard to grasp! It’s kind of like Fallout 3 how you get the big boosts to start off with that determine your ‘character’ and then upgrade as you like. Or Oblivion, how you get the 25 point boosts when you choose your 7 main skills, and then upgrade 1 by 1 as you play the game. Is what I said right Con?

Also, what will the main differences be in Survivor mode, and what are those Survivor points spent on, or what are they for?

Thanks

Yep you got it, Thomas. It’s based pretty heavily off the Bethesda RPG systems and old pen and paper stuff.

Survivor mode, is just a more in-depth experience, you’ll just have more to do with your character, things like sleep and food and water to worry about, ammo will be more sparse etc. Not sure what you mean by survivor points.

- Con

December 10th, 2009 at 6:58 pm
Nate
 19 

Looks fine. i have no complaints with this one.

December 10th, 2009 at 8:28 pm
Spencer
 20 

Say you liked something about a premade character (im not sure if they have specific starting off items but i think they do) like the fireman, are his attributes and skills locked? Perhaps you wanted better long guns and still be said firemam with a fire axe, would you be able to alter them in anyway? Or do you have to go from scratch?

You’ll have the option of customising the preset archetypes to how you like it.
- Con

December 10th, 2009 at 8:35 pm
Garrow
 21 

YESSSSS!!!
I’m having so much fun with just the alphas, I can’t wait for the full game!

And to all you people who can’t grasp the skill point system, stop bitching to Con about how ‘complexicated’ it is. After all his hard work, are you honestly asking him to remake the entire skill point system? I know it must be hard for you to extend your 5 second attention span, but you’re just going to have to use your brain for once and just figure it out. I hope that’s not asking to much of you, because it really isn’t that hard.

Thanks for all your hard work Con.

December 10th, 2009 at 8:50 pm
TM
 22 

I like it. I know there will be some tweaking here and there, but if the finished product is close to what we’ve seen here, it will be pretty nice.

One little thing: maybe you could have a reset button separately for the skills and the attributes. If I get my STR and all of that set up the way I like, I don’t want to have to go back and fill it in again just because I reset my skill points due to my own indecision. It is a very minor gripe, though.

Good work here, everyone. Hey, will there be any voice acting in this one? If you need a voice, I’d be happy to audition for a part!

Voice acting, I’m not 100% sure I’ll have it all voice acted yet. Couple of reasons, I don’t know how much dialogue I’m going to have and I don’t know how big said dialogue will be in a file size sense. There’s a lot of sites that have pretty hard download limits and on top of that I don’t want you guys waiting for 30 mins for the game to download. Before anyone asks, no I can’t do a download version, needs to be playable in a browser for my ads to work. No ads, no money. No money, no games.
- Con

December 10th, 2009 at 9:09 pm
DannyDaNinja
 23 

Great work Con. Just a question, i remember you said that speech will help you in talking to surviors or something. Well just how important is it?

December 10th, 2009 at 11:43 pm
 24 

Looks great! For Alpha 2.0, possibly combine these to show the effects they have on gameplay. People might understand more if they have a model like that.

And I’d much rather read speech bubbles than wait an hour for it to load *glares at dawn of war*.

Good luck with the game!

December 11th, 2009 at 12:49 am
Cj Walker
 25 

I believe this game will be an instant hit, when i saw the poster in August- October i jumped out of my seat and screamed some gibberish great work so far on the alphas P.S. i understand the skill and attribute system am i smart?

December 11th, 2009 at 5:11 am
Eka99 Emil
 26 

the weight carry with the lbs is cutted of but it`s good and fun to use.

December 11th, 2009 at 6:06 am
Ash
 27 

Good idea for the character customization. Its a little confusing at first. I think you have stolen a little bit too much from Fallout 3. Yes fallout 3 was a brilliant game, no arguments there. But I think you should simplify it a bit more. I don’t really know how, I cant really think of anything at the moment, but you should try to come up with something a little bit more unique. Because you have basically completely copied fallout 3 apart from the fitness and survival stats. In one of your earlier updates I made that huge list of possible pre-sets for characters, like ambulance driver etc. Maybe you could make a wide range of characters, about 10 maybe, each being fairly unique. And each character be stronger in a certain sort of skill area than another. So a soldier would have good weapon skills and a paramedic would have good survival skills etc…just a thought. Its just the way it is right now, people in a few months time will play it and immediately think Fallout 3 when they see the character customization. That’s all im saying, its good and bad I suppose.

How many times do I need to say that these types of character sheets have been around since the 1970’s?

How many times do I need to stress that you won’t be forced to even look at these customising setups if you don’t want to in the final game?
- Con

December 11th, 2009 at 8:02 am
Josh Norris aka Sirron
 28 

If you’re gonna do this, I was thinking maybe the zombies getting smarter. thinking. working as a team. using proper weapons, not just Machetes, clubs, TV cameras ETC. using guns. (but they could have crap aim.)

December 11th, 2009 at 9:22 am
JPSVB
 29 

Hi Con.

The character creation tool is very good! To present us different options of creation (either start from zero, use a archetype or simply Run’gun) is surely the best and more versatile choice. However, I have some questions and suggestions:

1)”traps” skill:
IF in this new game we will only have the same kind of “ready-to-use” traps just like TLS2 (just set or shoot and BOOM), then I would argue that such skill would be useless, since setting a bear trap or land mine are stupidly easy tasks and both have nothing to do with PREC (dragging gas cylinders/fire extinguishers can be determined by STR and shooting them, by the current weapon skill).
BUT IF we would also be able to create traps out of tools+fuel+etc., then I would argue that smarter people can make better traps than good shooters and hence “traps” should be a INT skill. How will traps really work in this new game?

2)”sneak” skill:
The idea of the “sneak” skill is very good, but making it a PREC skill seems also not too much reasonable. In fact, PREC has nothing to do with sneaking, has it? How about END or LUCK?

3) “search” skill: several times, finding something is not a matter of cleverness, but a matter of luck. How about turning “search” into a LUCK skill?

4) “security” skill: How will this skill really work in the game? I mean: assuming that there will be special items like keys, passcodes and keycards, even if the character has found such items, if he hasn’t enought skill, will he still be unable to open the doors?

5) “first aid” skill: How will this skill really work in the game? Will it be possible to regain HP using nothing but the skill itself or the character will still need some kind of bandage?
If the character has lots of medical supplies and a very low skill level, will he still be able to regain HP?

6) Unbalanced?
OK, I know that STR and END will determine health, melee damage, jump and weight, but even so it seems to me that unless I wanted to use only melee weapons or spend the 60 days like a stupid fool dragging all my stuff with me to every corner of the city, those attributes have almost no importance at all!
Since (it seems more reasonable that) the character will first have to find a “safe house/hideout” in order to store food, ammo, weapons and sleep well, then spend the following days trying to survive (going out to search for supplies and survivors and returning quickly), then it would not be necessary to carry everything in the back.
Moreover, a high INT combined with “first aid” would replace a higher amount of health (eliminating the need of high HP) and will still give more bonuses in another skills.

One last question: will the total amount of food/ammo/supplies and zombies in the game be limited or not? If yes, then it would be (virtually) possible to survive for 100 days and finally eliminating every single zombie in UC? (and then getting the secret achievement bonus: “zombie genocidest”?)

Sorry for the long post. I hope it would be useful.

Best regards and good work!

December 11th, 2009 at 9:24 am
Ryan
 30 

this looks good. One question: will there be a reset button in the game/the ability to decrease some attributes while adding others, or will everything you upgrade be set in stone

December 11th, 2009 at 9:58 am
pqsouperhero
 31 

I like it. it’s not hard to grasp like everyone says. in responce to comment 22, have you ever considered putting it on wiiware or iphone like crush the castle. (which you worked on). It could land you some more wonga! $$$

December 11th, 2009 at 10:36 am
Jake
 32 

I really like this system…I don’t think it’s ‘hardcore’ at all, it’s perfectly fine if you ask me. Looks just like an old D&D game…with zombies. Perfect.

December 11th, 2009 at 10:54 am
josh
 33 

cool, do you think you would be able to link this to the shooting part so we can see how it controls game-play

December 11th, 2009 at 1:42 pm
Jason Brilliant
 34 

Very interesting, there are too many options, I liked most how all the skills were interlocked. In most rpg style games you have 3 or more skills and you choose them as you want. This is much better, my only concern is that strength has only 2 skills attached to it, blunt weapons and blades but precision has many more skills attached to it. Great job cant wait till this is all together!

Have another read of the post…
- Con

December 11th, 2009 at 2:13 pm
pdizzle72197
 35 

Works really well, but when the final draft is out you should make it look a little bit smoother and nicer.

No shit. It’s a prototype…
- Con

December 11th, 2009 at 3:08 pm
 36 

Very good, very good indeed. But on the topic of voice acting, I think games like these are best left with limited voice acting. Im not saying every time something happens they blab for a hour, Im thinking just two major things:

1.) Main character should be silent. Maybe just hand motions for different group commands.

2.) There should be terrified shouts, yelps, and death cries for survivors. Maybe even throw in some maniacal laughter if your boys start to lose it? :)

You know what Im saying? Maybe even, if you want, throw in a news report at the beginning or a narrator.

December 11th, 2009 at 3:19 pm
 37 

I think that the survivor is a very unique character for Zombie based games. It was only a few years ago did the idea of putting survivors with the Hero instead of leaving him in No Mans Land came around.

Survivors should have individual personalities, names, very simple skills. Like Thomas McAllister can shoot better than James Johnson because he practiced at the range with his dad.

Also, what about bites? Have you considered the idea of bites? What happens when a survivor gets bitten? Does Thomas conceal his bite out of pride and James jump out a window out of fear?

Developing the simple details can make a game o so much better.

Thanks! CANT WAIT FOR THIS GAME!

December 11th, 2009 at 3:23 pm
 38 

Hey. Will the flashlight affect the zombies in any way except to give them more sight. Like this could be a dumb idea, but maybe it could like annoy them or something, like because in a lot of games zombies are like scared of light or something like that. maybe it could have a negative effect on them or something.

December 11th, 2009 at 3:42 pm
Rob
 39 

Hey Con

first off, going back to an earier comment, i see the likeness to the fallout 3 stat system, which i think personally a great idea to incorperate into your game. its simple for anyone with ANY rpg experiance, and not hard to grasp for anyone who takes the time to experiment.

also like fallout 3, i like that the stats are split into major skills and minor skills, it offers more customisaton which for any game is great, youve hit the nail on the head with making the system flexable and simple.

NOW my input lol

I think luck should have a more visable outcome on your skills, i know its wont effect them much, but im sure most people will shy away from it without seeing any ’solid’ effects happen. my ones i would want improved would be searching / speech / survival, maybe 0.5, 0.75 skill added per luck? as well as all the behind the sceens stuff

Also i think that the health should be ’statable’, id rather spend a few points on health rather than use a precious att point on endurace.

lastly, another great release to look over and play with, keep up the good work and i look forward to reviewing more releases.
Rob

I do plan on making luck a visible factor. It’s one of the things about the Fallout games that irritates me, Luck seems to be hidden at all times. I plan on bringing it to the front. For example, if a luck roll succeeds while searching, the extra items that are found will be marked as “lucky finds”. Critical hits will work in much the same way so that you know that luck has come into play. Luck will come into play with speech rolls as well.

Health will go up with your level as well. Endurance will also determine stamina, nourishment required, damage mitigation, effectiveness of sleep. First aid will need items to apply and will take time to do, adding points to that will increase effectiveness of healing and reduce that time.

- Con

December 11th, 2009 at 3:55 pm
tjs
 40 

i think its good but will i be able to make my guy run or walk faster throughout the game and how long will the game be.

December 11th, 2009 at 5:10 pm
Ripfengor
 41 

Having read the comment and link about the 15 point allocation system, it leads me to wonder, how often are we going to get skill points to put in? I’m assuming its going to be pretty often otherwise I really doubt the sparsely located +1’s throughout the game will be as big as the initial game starting 15-point allocations, or anywhere near as influential in game play. Was this intended? Or, for the final product, will the beginning allocations be in smaller groupings, such as 5 or 10, or even 1?

Think I explained this in the Characters post, each time you hit a new level, the game will have kept track of your top 3 most used skills. You’ll be able to put 3 or 5 points (not sure yet) into one of those skills. Basically, I’m trying to promote the whole idea of “if you do stuff you get better at it”. At the moment the level cap will be 20, so it’ll happen pretty quick early on and then slow as the levels progress.
- Con

December 11th, 2009 at 5:33 pm
Jroman
 42 

Looks great! like you said obviously based off of Bethfesda which is awesome because i loved Fallout 3. REALLY looking forward to survivor mode. I was wondering though, some flash game developers let people download their games so they can play them offline, on the go, etc. but more importantly downloading lets the game run at the same frame rate 24/7, so are you going to let us download the new Last Stand? This seems to have alot of depth and amazing graphics especially for a flash and i would hate to not be able to fully enjoy it.

Explained this before, ads. Needs to be online for ads to work. No ads, no money, no money, no games. I’m fairly confident I’ll be able to make this something that’s between 10 and 15 mb though. We’ll have to see.
- Con

December 11th, 2009 at 8:00 pm
 43 

After reading your comments on the comments, I’m curious on how First Aid, Speech, Fitness, and Survival will play a part in the “if you do stuff you get better at it” idea. There all stuff that you don’t exactly realize your using.

Also, is the game timer going to be based on an active timer, or by doing missions/searching/using abilities outside of combat, or a mixture of both?

The game will let you know which you’ve been using when you come around to levelling. The idea is that it just naturally highlights the skills and tasks you’re preferring. If you’re running and jumping around a lot, then your Fitness skill will have the optional bonus points. If you’re searching every container you come across, your Search skill will have the optional bonus points. If you’re speaking to a lot of characters and using the optional skilled dialogue…bonus points available. I don’t want to make it so people can grind certain actions just to get particular skills up.

Game timer will be an active timer, I actually put the full 24 hour timer in with corresponding light levels a few days ago. At the moment it’s running at about a minute every 2 seconds.

- Con

December 11th, 2009 at 8:36 pm
bob
 44 

Dear Con-
Nice, can you give us an approx release date? Please?
And also nice alphas, they’re good, but the character customisations seems a little bit complicated but I’m sure that it will become better.
Thanks

FAQ! Ah-aaaah. It’s a miracle. Dun dun da dun da.
http://www.conartistgames.com/index.php/faqs/
- Con

December 11th, 2009 at 11:13 pm
JPSVB
 45 

Hi Con. I’d be very happy if you could answer some of my questions:

1) Will LUCK have some kind of interference with the “AI Director”? I mean: if the character has a lot of LUCK, zombies will spawn less often?

2) Will the “AI Director” interfere with the amount of ammo, weapons and supplies the character finds in the game or only zombie spawning? (In TSL2, the shotgun, for instance, is always found somewhere in Whistler’s Grove. Will this be the same in TLS:UC - some weapons could only be found in some places?)

3) Will there be “respawning” in areas that were already explored? I mean: if you already explored some area and returns there later in the game, will there be new zombies there?

Thanks!

1) No.
2) No.
3) In a way. You won’t come back to rooms and find them filled with zombies as soon as you enter, unless it’s been a while since you were there.
- Con

December 12th, 2009 at 5:15 am
adam
 46 

it’s only one peice of the puzzle

December 12th, 2009 at 6:48 am
Ari
 47 

The character customization screen seemed very well done, which is something not often seen in flash games. One thing I feel could use improvement was the increments of 15 for the skills section. Maybe setting it into increments of 5 or 10 so a player could have a weaker but more varied skill set could make it more interesting.

Yeah, nothing is quite final there. Specialising that hard early on might hurt your build so maybe spreading it out a bit is the way to go. We’ll see.
- Con

December 12th, 2009 at 7:06 am
Ripfengor
 48 

is it going to be possible to make a character reach end game using only melee? Or is melee mostly just going to be a backup for when ammo is short?

Hopefully, yeah. I really want the melee build to be viable.
- Con

December 12th, 2009 at 9:52 am
adamboy97
 49 

good but not easy I like the easy select of stats is good but I wuld like to pick how I look. I don’t mind my height and weight change due to my stats but its not hard.

December 12th, 2009 at 11:12 am
Tyler
 50 

right now just about all i can say is so far its looking realy good. can wate for full verion to come out

December 12th, 2009 at 2:29 pm
Raphael
 51 

will there be guns with melee attachments?
will you be able to hold a melee weapon in one hand and another weapon(like a pistol) in the opposite hand?
vibrating turkey carving knives?
flame throwers?
special ammo? (explosive, incendiary)
specialized zombies? (like in l4d)

No.
No.
Maybe.
Maybe.
No.
Sort of.
- Con

December 12th, 2009 at 4:12 pm
Bill Gerardi
 52 

Dear Con-
What If you added charisma, Speed (Of shooting a auto gun of course) Reload time, and Health Regeneration speed. I have Many other ideas related to this topic and if you would like to hear them please email me, also, ive always wanted to be a game designer and I was wondering if you had any tips since your the best.

I’m looking at health, it’ll probably be a graudal degredation effect where you can regen but it’ll only regen to a point after taking damage. Then you’ll be able to restore the degredated section by using First Aid.
- Con

December 12th, 2009 at 7:08 pm
Bill Gerardi
 53 

Dear Con-
I Think some good features would be Charisma and Health Regeneration because it would be difficult to constantly need health packs. Also, Ive always dreamed of being a game designer, do you have any tips? If so can you Email me?

December 12th, 2009 at 7:18 pm
carlos
 54 

i like the setup it has a fallout3 feel to it

December 12th, 2009 at 11:06 pm
Fulch 16
 55 

please dont tell me its going to be a rpg cause i hate those

Who do you want to tell you? Is it easier to take if Morgan Freeman does it?
- Con

December 13th, 2009 at 3:22 am
 56 

Nice I hope however on the character Skill Attributes next to the plus sign there will be a minus (after you add in points) I made the mistake of adding the wrong points to the wrong skill so you know. Cool though I’m glad you are doing an RPG


pro⋅to⋅type
  /ˈproʊtəˌtaɪp/ [proh-tuh-tahyp]
–noun
1. the original or model on which something is based or formed.
2. someone or something that serves to illustrate the typical qualities of a class; model; exemplar: She is the prototype of a student activist.

- Con

December 13th, 2009 at 6:49 am
richard
 57 

i love it no probs here

also con just want to say idk how the fuck u put up with all these comments that say same bullshit wow people fail i want to off myself after reading 1/4th of em

Yep…I don’t know myself.
- Con

December 13th, 2009 at 8:26 am
Gabriel
 58 

Seems good. Bit “sticky”, but still fine. Waiting for TLS patiently. ;)

Wonder what you plan on making once TLS is finally out.

Keep up the good work!

December 13th, 2009 at 10:56 am
Mirek Burczyn
 59 

The thing which is annoying is that you can add to skills, but you can’t lower them after you click + mark. Which mean if you click accidently, you’re screwd, as you can’t undo. The - mark would be really useful

pro⋅to⋅type
  /ˈproʊtəˌtaɪp/ [proh-tuh-tahyp]
–noun
1. the original or model on which something is based or formed.
2. someone or something that serves to illustrate the typical qualities of a class; model; exemplar: She is the prototype of a student activist.

- Con

December 13th, 2009 at 3:49 pm
Mirek Burczyn
 60 

Sorry, I’ve just spotted Reset button. But still, the - mark would be more practical

December 13th, 2009 at 3:51 pm
Jax
 61 

hmm..all tha talk about ads had me thinking…how does firefox adblock make you feel? I mean that has got to have cut down on your income.

selling a game via steam or direct2 drive is also an option although you might not make as much…

anyhow, this looks nice and I am very curious how this will all look in final version, good luck.

December 13th, 2009 at 7:22 pm
Scott
 62 

I have a couple of things. One people dont read shit before they start typing do they? Second people really know nothing about RPG gaming history do they the fallout 3 stat “system” is used in a shit load of games that WERE MADE BEFORE THE XBOX 360!!!!! And third this game is looking better and better every F-ing day i look at it. Keep up the work.

December 14th, 2009 at 8:33 am
Butler
 63 

Thank you so much for all of your effort and work I general, i apologize on behalf of some of the moronic comments, “it looks ugly”, “will this be the same as it is in the end” etc, etc I hope you are not put off in creating alpha and beta content that is available to the public pre-release. I like most people hope to see a larger chunk of the game i.e a demo pre-release but i’m sure that it will come in time in the meantime I am enjoying the rather frequent updates that we know and love. Keep up the good work!

December 14th, 2009 at 8:47 am
friscosanchaerez
 64 

I have a few questions. Let’s say you picked a pre-made character. Would you start off with a character’s item? (example: fireman would have an axe, doctor a first aid kit) And if you made your own character, would you choose your item to start off with or would you go empty-handed? Thanks

Nope, everyone starts out the same.
- Con

December 14th, 2009 at 2:58 pm
Jason Brilliant
 65 

I have a few questions: speech, is that oratory or something else. Also what is special weapons. k hope you can answer them.

December 14th, 2009 at 6:05 pm
Cowabunga410
 66 

Don’t worry. It makes sense despite what these people are saying, because like you said, its an alpha. Its not supposed to be perfect.
Personally speaking, putting 15 huge points to 4 out of 15 skills seems a little unbalanced. Idk because its out of the context of the game, but thats my take on it.
Other than that, good luck con.

December 14th, 2009 at 9:00 pm
josh
 67 

i wonder of most of these guys will get it throught their thick, empty skulls that its a alpha prototype.

im really sad that you wont be making special ammo, i understand not making it for guns, but it would be cool for a fire arrow

keep up the great work, and by the way, merry christmas….Hanukkah… whatever you celabrate

December 15th, 2009 at 2:12 pm
 68 

Will you have to spend time taking first aid? Ex: In the heat of battle, press H, POOF! you’re healed?

Yep, how effective it is and how long it takes will be based on your skill.
- Con

December 15th, 2009 at 2:34 pm
Andrew
 69 

Health regen to a certain point? Sounds kinda like Resistance, dunno if you’ve ever played it. It’s a guy who gets infected by a virus that allows an insane metabolism that allows him to regenerate health over time. There’s a health bar that is split into 4 equal smaller bars. Say you get damaged past the 1st bar, you only regenerate up to 3 full bars.

Won’t be blocked out, it’ll be exact to how much you lost.
- Con

December 15th, 2009 at 4:05 pm
Amos
 70 

It’s looking and feeling good enough to already get me excited about the character creation, but I have a few comments:

I think the blocks of fifteen are excessive, and I’m not sure if they’re a good idea. I’m pretty damn sure that that much forced specialization early on will just hamper most people’s builds, especially those not used to managing RPG skills - I know that there will be varying levels of involvement with leveling, but those groups just strike me as awkward. I would suggest that you let the player rely more on archetypes instead of trying to do it themselves, if you insist on grouping the first set of points like that. It’s not that I’m at all opposed to a custom character option (in fact, that’s pretty much essential), but I think the options should be more between choosing an archetype with limited initial customization or choosing a ‘custom’ character and distributing the points yourself in much lower increments (probably one at a time). If you’re giving the player that kind of major choice straight away, lumping points together in such large groups will probably be problematic.

My two cents. Hope I didn’t miss big details here, I read through most of the comments.

December 15th, 2009 at 7:06 pm
CJ Walker
 71 

I have one question, do you plan to put any easter eggs or have you put any in any of your games?

It’s a bit early for easter isn’t it?
- Con

December 15th, 2009 at 8:59 pm
palau
 72 

hey con the holidays are coming take a brake and enjoy them leave the game nobody is gonna die without it :)

Yep, not working over christmas for you suckers. 2 weeks in the sun. Oooh yeah.
- Con

December 16th, 2009 at 6:12 am
Xyxzz
 73 

Well there are really many options so could you please add next to every skill what it does? Cause I relly dont know what security does. (yes I know its just a prototype but I was afraid you wont add it later)

Be afraid, THIS IS THE WHOLE GAME, BUAHAHAHAH.
But yeah, security. It’s knowledge of security. Locks, keypads, computers etc.
- Con

December 16th, 2009 at 8:00 am
DOG
 74 

yeeeeeeeeeeeaaaaaaahhhhhh nice try con but your game wil ROCK!

December 16th, 2009 at 9:36 am
ZachLassit3r
 75 

Wow… People can’t read for shit it seems.
But anyways…

I really like the leveling system mostly because it’s a Fallout 3 copy but whatever it’s a great system. Also I’m really happy your going to take Luck into account for more things cause on Fallout 3 (at least for me) Luck doesn’t do all that much except level your skills up a bit.

Oh. My question is since the level system is Fallout 3 will there be Perks when you level up or Bobble heads that level up your attributes…something of that nature?

Thanks

No perks, bobble heads. Will be books available to bump up your skills though, like Dead Rising or Fallout 3.
- Con

December 16th, 2009 at 10:22 am
mic777
 76 

nice work i think this is very good but i think the numbers go a little to high.

December 16th, 2009 at 4:00 pm
Kuronosan
 77 

Will you be able to remove points and reallocate them, or once you set them will they stay that way?

They’ll be set.
- Con

December 16th, 2009 at 10:22 pm
Tony
 78 

Great so far, I like the set up. It works very well in a Falloutish kinda way. Also, update your NEWGROUNDS account!!! Just to let people know what your up to and maybe get even more feedback for your tests.

December 17th, 2009 at 12:54 am
Max Brooks
 79 

Im just putting this out there: blades dont need ammo.
Great system. Your games are always great because you seem to always incorporate elements from really popular games. Thank you for being good at what you do.

December 17th, 2009 at 10:38 am
Ash
 80 

I have wrote pages of suggestions, some of them you even liked and asked to put into your game, yet you silence my opinion by deleting my posts? Weak. Seriously weak Con. Screw you and your game.

Sorry, what did I delete? If it was one of the dozens of comments I delete everyday because it contained no relevant content or something that’s been suggested a million times before or has been clearly laid out in the content of the post or has an answer in the FAQ, then I don’t apologise. If it didn’t fit into those categories, feel free to repost it.

Don’t get all huffy with me fella, you’ve posted a few sentences on a website, I’ve put years of work into making free games for you and everyone like you. Who’s put the effort in here?

Oh and don’t go on about silencing and rights and blah blah, because this is my house, my rules.

- Con

December 17th, 2009 at 2:10 pm
Allan
 81 

U tell him Con!

Also I think the skills system is working well but 1 thing I need to say you said earlyer that if ure level is high enough you could do first aid instantly. I get u may not mean THAT fast just you should make like a 2 second cap or something so u need to make sure ure far enough away from the zombies to use it.

No I didn’t and I’m not stupid, of course there’ll be a minimum time for healing. Realise that everything that happens in the game because I wrote the code to make it do that, it doesn’t magically do things on it’s own.
- Con

December 17th, 2009 at 9:33 pm
josh
 82 

i have a question?

in the game Rogue Trooper, i loved how he healed, he would take damage, but after a while healed a little because some were minor wounds that could heal without a med-pack, but the bigger wounds were perminant until med-pack came into play?
example
( ▐ = health |= minor wounds - + perm)

[██████||||||||-------]

do you understand, im not the greatest explainer…

Yeah that’s pretty much exactly what I’ve got in mind, though I’ve never played Rogue Trooper.
- Con

December 18th, 2009 at 5:25 am
Eka99 Emil
 83 

well the thing is it shouldn`t be a luck there because the characters don`t press their luck i guess…

December 18th, 2009 at 9:40 am
Askar
 84 

Will there be any possibility to raise the attributes during gameplay, or will they be fixed? So, can I somehow raise strength after character creation, for example?

Maybe. If I do something like that, it will be a set raise that happens through using skills related to the attribute. Swinging lots of melee weapons around, carrying a lot of stuff, Strength goes up. Using a lot of guns, fiddling with traps, precision goes up.
- Con

December 18th, 2009 at 12:54 pm
Wild Style
 85 

pro⋅to⋅type
  /ˈproʊtəˌtaɪp/ [proh-tuh-tahyp]
–noun
1. the original or model on which something is based or formed.
2. someone or something that serves to illustrate the typical qualities of a class; model; exemplar: She is the prototype of a student activist.

ok Con, since iv seen you put these on atleast 3 peoples comments why not just put it on top of home page so everybody sees it even if they dont want to. I love it so far it seems to be doing pretty well for how long youv’ worked on it.. and yes im not sure how long that is but im sure its alot of your own willing time and i thank you for all your time to make games for people like me who actually enjoy playing them. keep up the good work.

thank-you
  /ˈθæŋkˌyu/ [thangk-yoo]
–adjective
1. expressing one’s gratitude or thanks: a thank-you note.
–noun
2. an expression of thanks, as by saying “thank you”: I never got so much as a thank-you for helping him.

- Con

December 18th, 2009 at 2:34 pm
Derek
 86 

Hmmm really great see no problem if people have a hard time understanding then alwell

December 18th, 2009 at 3:32 pm
Raphael
 87 

a suggestion, don’t use the grenades from ls2 unless u make an auto - grenade feature (like in halo) also add other hand - held explosives

Yeah, thrown weapons are going to be an interesting thing to deal with. I agree 100% that they need their own dedicated button as opposed to switching to them.
- Con

December 18th, 2009 at 7:38 pm
Allan
 88 

I think u mis understood my post. And I know the the stuff doesnt just magically happen im a programmer as well and my uni coarse is starting next year. unfortunatly my art sucks unlike ures :D

No I got it, you were making out that somehow I would allow instant healing by allowing the skill level to reduce it to zero. I do love how you guys can imaginate things out of nothing.
- Con

December 18th, 2009 at 9:41 pm
Dingus
 89 

This reminds me of Dungeons and Dragons. Looks good. Maybe a little more options with how many points go into skills though.

December 19th, 2009 at 9:55 am
Cj Walker
 90 

Will there be a camouflaging system, such as if you were one article that is camouflage then you shall be harder to see by that many percent?
P.S. Ash got the “Wrath of Con”

December 19th, 2009 at 4:23 pm
Lou
 91 

have a little more points on the right sided one the attributed for health and that stuff on the left are perfect.

December 19th, 2009 at 6:24 pm
Joey55
 92 

Do you have a estimated number of preset builds? Also you may have mentioned this before to someone else and I just forgot it but besides creating an all new build you’ll be able to choose a preset one you like and make some adjustments to it won’t you? The last thing I have to say but I’m not entirely sure I can explain it the way I’m thinking has to do with healing. For the survivor mode after you use a health pack or something instead of instantly giving you a certain amount of health back could it depending on your skill just cut an amount of time off your health regeneration delay? Since survivor mode is to be more realistic in real life if you got a large gash on your arm then wrapped it with bandages your arm isn’t going to be instantly better though it will most likely heal faster than if you didn’t treat it. This leads into my final question which is you said fatigue and starvation will affect stats so would I be correct in assuming damage amounts will also affect certain stats?

December 19th, 2009 at 7:32 pm
Joey55
 93 

I also seem to have created two ending statements in my last post. Sorry about that…

December 19th, 2009 at 7:36 pm
josh
 94 

so, what part are you working on now, physics, art, HUD, zombie director you name it, im curious!

December 19th, 2009 at 8:23 pm
 95 

This just seems too much like Fallout 3 in how everything is affected by other skills. But thats one thing i love about Fallout 3, so, good work, now all you need is upgradeable houses and weapons….

December 19th, 2009 at 11:53 pm
 96 

My question….what does intelligence have to do in this game does it allow u to find weapons better, hack computers, or maybe even u have more options of customizeing ur weapons……

December 20th, 2009 at 4:55 pm
chris
 97 

character creation looks pretty good so far.
the only thing I would change is the Strength and Endurance Skills. I would just lump them together and instead of putting Blunts and Blades, just put Melee.

December 20th, 2009 at 8:05 pm
Godunderscor
 98 

Personally, I love the Pen ‘n Paper/ Bethesda games for their skill systems, specifically the in-depth customization for your characters.
(here it comes)
But, I am misunderstanding how you mean to implement the premade and create-your-own in the same game. Is there a list when you start up the game with a bunch of character archetypes like The Brawler or The Smooth-Talker and a button on the side of this list you can click to allocate your own skill points?
Or will you only have preemies for Attributes and then you make your character from there based on what you do in-game like punch stuff or post definitions of “Prototype” in forums (requires high Security and Speech)?

December 20th, 2009 at 9:29 pm
Plebian Swine
 99 

Will there be a weapon upgrade system implemented into the game?, such as scrounging up makeshift items and material to your weapon to strengthen them or add Assisting parts such as laser sights, bayonet, alternative firing modes.

December 21st, 2009 at 5:24 am
Galex
 100 

well i have to say over the 4 years of my 16 years of life playing mmo’s rpg’s and zombie games i gotta tell you this is a very good start for it and yes it might seem complicated but its not keep working on it this is gonna be a great game
- Galex

December 21st, 2009 at 11:05 am
Keever
 101 

Would ever think about adding in a multi-player aspect into the game? I’d understand if you wouldn’t given the amount of work that would have to be put in for it to be done. But Survival Mode would seem a whole lot more fun with another person.

December 21st, 2009 at 1:56 pm
Matt
 102 

I like it but you should realy consider expanding on skills on the list.
you can’t make a character creater proto type?

December 21st, 2009 at 2:40 pm
Wabajack
 103 

Imagination
Imagination
Imagination!

Imagination
Imagination
Imagination
Imagination

Imagination
Imagination
Imagination

Imagination
Imagination
Imagination

Imagination
Imagination
Imagination
Imaginatiooooooooooon!

This is the song from south park.
Delete it if you want, because you can.


Oooooh-kaaaaay
- Con

December 21st, 2009 at 3:07 pm
Matt
 104 

I know i comment often but would you consider even though you have said a billion time you can’t make a download version of the 3rd last stand would you possibly do it for 1 and 2.

December 21st, 2009 at 6:23 pm
 105 

1. barricades? 2. zombie boss? 3. 1 as in can i make a barricade 4. lol

December 22nd, 2009 at 12:06 pm
 106 

100 comment = will it be multiplayer?

December 22nd, 2009 at 12:09 pm
 107 

loll

December 22nd, 2009 at 12:09 pm
Garrow
 108 

If its possible, voice-overs would be cool.

December 22nd, 2009 at 3:50 pm
Elevator Doors
 109 

Awesome reminds me of the days of fallout or diablo. Only thing that a bit surprised me was that skills didnt have minus and that the points given to them are greatly absorbed. Just tweak that with the function of a minus instead of pressing reset a lot and it should be good.

December 22nd, 2009 at 9:32 pm
kevin
 110 

Does Armorgames help you out with any of this?

Maybe you should add a ‘game designer’ class and then a ’stress’ attribute.

And then a dedicated button that makes the game stop for two weeks and enjoy the holidays.

December 23rd, 2009 at 9:25 am
ethan
 111 

hey how do you get rid of the atributes screen theres no close button or anything just wondering

December 23rd, 2009 at 2:05 pm
ethan
 112 

hey sry abt that other coment lol im pretty stupid need to read

December 23rd, 2009 at 2:08 pm
Bob
 113 

For a prototype it’s awesome. Couple of questions regarding on some of the skills.

1)The Security; When I come up to a closed door, and suppose I have the right security level, will the door instantly open up or will there be some sort of minigame? Suppose I don’t have the right security level, what then?

2)I’m assuming sneak will affect chances of critical hit to happen more often, but will this be a passive skill?; I don’t need to worry about getting into ’sneak mode’

3) In one of you Alpha pictures, it shows the character with a flash light; Will it run out of battery? (personally, i’d find it more thrilling :D )

4)I know it’s too soon to tell, but can you make a rough estimate of how many weapons there would be? Will all the weapons from the previous games make a return i.e. the bow and arrow?

Thanks, and good luck with the game ^.^ Appreciate the work

December 23rd, 2009 at 2:12 pm
Online Responder
 114 

Dealing with these posts must be annoying, I think I would just end up messing with people and actively trying to piss them off.

December 23rd, 2009 at 9:08 pm
Jake
 115 

oooooh i was skimming through the comments, and someone mentioned fall out 3, it would be sweet if you could add perks to the game, sorry this is probably too early but just throwing out suggestions looks sweet btw im a huge computer rpg, and re player so im pretty freaking excited for this game!

December 23rd, 2009 at 9:31 pm
Renato
 116 

Merry Christmas Con artist and have a happy new year from down under (australia)

best regards

December 24th, 2009 at 2:32 am
hollows
 117 

Do you think you could post some screenshots in a few weeks? (obviously not this week)(o, yea, merry christmas everyone :)

December 24th, 2009 at 3:10 am
dries
 118 

ok i don’t usually ask questions about alpha or beta games cause well…they usually get answered by other comments but i have a few questions

1)will the still be a defend mode(like in the previuous 2)

2)will there be other survivors(like in the previous 2)

3)will there be a wide or small variety of melee weapons(ofcourse this depends on what you find “wide” or “small”)

and now my personal question:will there be a Daewoo K2 assault rifle i love that gun

December 24th, 2009 at 6:55 am
connor
 119 

I dont get 2 things 1: what is weight for like guns ammo and armor? 2: speech the only thing I can think of is a church guy-ish scenario from L4D I get survival like less chance to be infected by bite or water source it would be interesting if you had to scavenge for food and ammo instead of just guns

December 26th, 2009 at 12:05 pm
connor
 120 

I dont get 2 things 1: what is weight for like guns ammo and armor? 2: speech the only thing I can think of is a church guy-ish scenario from L4D I get survival like less chance to be infected by bite or water source it would be interesting if you had to scavenge for food and ammo instead of just guns can we get multi player online too?

December 26th, 2009 at 12:08 pm
shawn
 121 

mabey there should be a flamethrower or a 50. cal you can find off a down helicopter or something and will u be able to give survivors better wepons if u have extra guns

Plz write back i need to know

December 31st, 2009 at 2:56 pm
Bring Back the Barrett .50cal!!!
 122 

Bring back the Barrett .50cal Sniper Rifle FROM last stand 1…. PLEASE i beg you…
and i believe many people are dissapointed with it not being avalible in Lasr Stand 2!!!!

VERY ANGRY!!!

RAAAAAAAAAAAAARRRRGHHH
- CON

January 2nd, 2010 at 8:39 pm
Luke
 123 

What I don’t like is how strength affects how much you can carry. I know it’s a staple of RPG games such as Oblivion and Fallout 3, but it was always annoying to have to manage my bag space if I didn’t go melee. I like how you made endurance give a smaller percentage to your bag space per point. However it still limits the player choice. Maybe you could make precision and strength affect your carrying ability equally. I know it doesn’t really make sense but it’ll allow more freedom in customization and less annoying trips to the vendor.

Don’t fret, I won’t let it get in the way. Oh and there probably won’t be vendors, this isn’t a loot the dungeon return to town scenario. It’s scavenging for survival…
- Con

January 5th, 2010 at 5:51 am
darragh
 124 

I like it very fallout 3 like and with the amount of skills will it make it a city with lots of options and different ways to finish the game depending on your character?

January 6th, 2010 at 9:03 am
Shaun
 125 

i’ve read threw the comments and i have one question i dont think anyones asked, will you find guns in peoples house’s? or can you buy and sell guns to and from other Survivors? will zombies have guns you can take from them? or do you search threw house’s and find them that way?

i think this is a new question, if not sorry for wasteing your teim.

January 7th, 2010 at 5:25 am
nevermore
 126 

how about make a last stand online, It will be a great game like dead frontier…

Read the FAQ’s at the top of the page.
- Con

January 8th, 2010 at 1:30 am
sonic
 127 

great system. but it’s sad how many people here are boneheads that don’t under stand the word “prototype”

and will the ammo take up space or will it be weightless.

January 11th, 2010 at 4:59 pm
Mike
 128 

Hey con,
Im a great fan of last stand , and very happy you are making the new 1 union city. The alpha’s are very nice, and il hope it will be a f*cking nice game such as the two before!
Mike

January 15th, 2010 at 9:09 am
Shawn
 129 

i think i entered the wrong comment place but now that i know will u be able to change the skill of a partners in the game when they level up? If they do level up?

January 18th, 2010 at 11:56 am
Jordan
 130 

was going to message on a “safe-room” topic but thought not to because the games a bit too early on to decide so i’ll say something else instead.

At the start of the game will you start of in a side-scrolling world or a hold-out like in 1&2 or not thought about yet?

Like the prototypes, your doing another great job so thanks for previous and this one.

February 3rd, 2010 at 1:02 pm
 131 

con, the chartaer creating is so awsome like that other guys comment my person has been in the swat team for 1 year his job ended beacause of the zombies now he’s mad with lots of power also he heard that his friend was just killed by one of those zombies now he’s trying to kill every one of these zombies and put them back to rest thats my guys history and its great to have a computer game deisigner like u :) have a good day con sea-ya!

February 6th, 2010 at 5:27 pm
 132 

is gonna the best games of the decade

March 28th, 2010 at 5:04 pm
CLICK HERE TO READ COMMENT GUIDELINES
Show/Hide
Name (*)
Mail (will not be published) (*)
Website
Comment