Category Archives: post-apoc

How ‘feel’ trumps realism in H1Z1’s weapon design

H1Z1 H1Z1 Senior Game Designer Jimmy Whisenhunt has penned another dev blog about SOE's inbound survival sandbox, this one aimed at weapon design, starting with the modeling and rigging process. Animation design in particular, he says, is critical. "A huge part of the tuning process that is commonly overlooked in FPS game development is how a weapon reacts to in-game actions," Whisenhunt explains. "Design and Animation have to be in lock-step for a successful feel in combat; we need to have the same vision to ensure a solid experience for the player."

He also discusses recoil and shooting mechanics and how "feel" can trump realism.
"We've mentioned in the past that we want to avoid tuning and creating things simply because they 'that's the way it is in real life,' which means I get to take to take a realistic ballistic and weapon recoil feel and make it feel satisfying and fun. Typically the gravity of projectiles in real life doesn't fit the intended play experience we seek out. After all, the weapon feel and functionality has to fit our world design as well as Zombie and Player combat."
The full dev blog is on the official site. We took a look at H1Z1's art and lighting effects last week.

MassivelyHow 'feel' trumps realism in H1Z1's weapon design originally appeared on Massively on Mon, 29 Sep 2014 10:00:00 EST. Please see our terms for use of feeds.

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How graphics will help H1Z1 set a creepy mood

H1Z1 Do you care a whole lot about graphical fidelity when you're running away from shooting zombies in the face with a sawed-off shotgun? Fabulous; we have just the video for you. SOE has just posted a Q&A video featuring H1Z1 Art Director Bill Yeatts, who fields player-submitted questions about the upcoming zombie-survival-sandbox's graphics. Yeatts explains how SOE chose H1Z1's art style, how that art style will evolve as early access approaches, and just how he plans to make the game look and feel really scary (obviously, a zombie plague isn't terrifying enough).

Enjoy the dev spotlight below.

Continue reading How graphics will help H1Z1 set a creepy mood

MassivelyHow graphics will help H1Z1 set a creepy mood originally appeared on Massively on Fri, 26 Sep 2014 19:00:00 EST. Please see our terms for use of feeds.

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Xsyon now has cooking and farming

Did you know that you can cook and farm in Xsyon? Yep, you can, thanks to the latest patch which added the ability to combine ingredients and create recipes, food buffs and bonuses, and even signature dishes.

If farming's more your style, Notorious Games says that you can now "raise a variety of different crops, watering, tending, and fertilizing them to obtain bountiful harvests." More details are available via the latest Xsyon patch notes.

MassivelyXsyon now has cooking and farming originally appeared on Massively on Tue, 09 Sep 2014 18:00:00 EST. Please see our terms for use of feeds.

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SOE Live 2014: H1Z1 is a full-fledged survival experience

With an event like Zombie Prom, it was hard not to notice a certain undead theme at this year's SOE Live. That's all courtesy of the studio's upcoming apocalyptic survival game H1Z1. And thanks to plenty of panels, interviews, and the keynote, we learned even more about the game: The new sandbox is so much more than a zombie shooter; it's a full fledged survival experience. There were even opportunities for fans to nab some hands-on playtime.

We had the chance to mix and mingle with Producer Steve George, Senior Game Designer Jimmy Whisenhunt, Art Director Bill Yeatts, Technical Director Tom Schenck, and Game Designer Adam Clegg to discuss where H1Z1 came from, where it is going, and how far it has gotten. Delve into the new air drops, the heat and temperature systems, and so much more. We've also embedded the full keynote panel for you.

Continue reading SOE Live 2014: H1Z1 is a full-fledged survival experience

MassivelySOE Live 2014: H1Z1 is a full-fledged survival experience originally appeared on Massively on Tue, 26 Aug 2014 09:00:00 EST. Please see our terms for use of feeds.

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H1Z1 working hard on Steam early access prep

SOE Technical Director Tom Schenck penned the first dev blog for H1Z1 yesterday, saying that the team is in overdrive preparing the title for its debut on Steam Early Access. However, in regard to a specific date as to when H1Z1 will be publicly available, Schenck wasn't sharing.

Schenck said that the team is strongly focusing on getting the antagonists to look and play the part: "High priority on our Early Access feature list is polishing group behavior and tuning Emergent AI systems to the entire ecosystem. Our AI team is going nuts regulating interactions for all of the NPC characters in the game including zombies, deer, wolves, and more."

Other stated priorities for the team right now include fine tuning melee combat, maxing out performance, and bug hunting.

MassivelyH1Z1 working hard on Steam early access prep originally appeared on Massively on Sat, 28 Jun 2014 14:00:00 EST. Please see our terms for use of feeds.

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Xsyon’s terrain reversion adds decay, resets land

Notorious Games has released a terrain reversion update for its post-apocalyptic Xsyon sandbox. Xsyon allows players to sculpt terrain and "over the years, many unsightly mounds and ruins of abandoned sites have built up across the land."

The reversion patch "gradually restores this neglected land to its original state," Notorious explains via press release. The update also allows tree stumps and logs to decay over time. Notorious says that the decay will be a constant process in order to provide "expansive areas of pristine terrain" for new players and existing players who want to branch out and build in new or bigger locations.

[Source: Notorious Games press release]

MassivelyXsyon's terrain reversion adds decay, resets land originally appeared on Massively on Thu, 26 Jun 2014 18:30:00 EST. Please see our terms for use of feeds.

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Smedley plays H1Z1 on Steam, talks early access

John Smedley tells Reddit that he has played H1Z1 on Steam. "It's our first step toward early access launch," he writes, though the date is still up in the air.

"We don't mean to be coy about the date," he says. "We just realized after that initial date it would be smarter to announce it after our feature list was complete. So expect to hear more on the date fairly soon." Smedley also mentions a few features that the dev team is currently working on, including bow crafting, "shooting a deer in the eye with the bow," and more.

[Header image by H1Z1Jane via SOE]

MassivelySmedley plays H1Z1 on Steam, talks early access originally appeared on Massively on Thu, 19 Jun 2014 14:30:00 EST. Please see our terms for use of feeds.

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Fallen Earth discusses the state of the game in June

It's so close, isn't it?  Yet so far. The Outpost isn't just a new player-created town; it's also the first peek that players in Fallen Earth will have of Alpha County and how different the landscape there really is. A new development blog has just gone live discussing where the Outpost update is in terms of development, including why it's taken so long to get the update pushed to live. In short? Because during internal testing the area was shooting server stability to pieces, and the team had to step back and fix those issues.

While the blog still doesn't offer a definitive date for the update, it does note that the server issues from before have largely been corrected at this point, so players can look forward to testing the content soon. While the team would prefer the update be live already, it won't take long to finish if testing goes well. Read more about the structure of the region itself in the official update.

MassivelyFallen Earth discusses the state of the game in June originally appeared on Massively on Fri, 13 Jun 2014 19:00:00 EST. Please see our terms for use of feeds.

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E3 2014: Hands-on with H1Z1

H1Z1 I'm coughing. My head hurts. I'm tired, hungry, and thirsty. I'm not hearing things anymore, but when I close my eyes for too long, I feel disoriented. And this was before I got my hands on H1Z1! I'm sick at E3, but well enough to see through some spin while looking at a winner. If you're tired of hype, false promises, and pay-to-play alphas, come read between the lines with me as I recount the experience of my H1Z1 demo.

Continue reading E3 2014: Hands-on with H1Z1

MassivelyE3 2014: Hands-on with H1Z1 originally appeared on Massively on Wed, 11 Jun 2014 10:00:00 EST. Please see our terms for use of feeds.

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Xsyon’s Raccoon Roundup kicks off a summer of in-game events

Xsyon survivors Notorious Games is hosting a series of events this summer in Xsyon, its player-driven post-apocalyptic sandbox MMORPG. The festivities start Saturday, May 17th with the Raccoon Roundup, a combat event that sees players hunting wild raccoons in a "hectic competition to become the Raccoon Rajah."

The latest Notorious press release says that the hunt will happen on Xsyon's PvE and PvP servers, as will upcoming races, obstacle courses, scavenger hunts, skill contests, combat arenas, architecture competitions, "and much more."

[Source: Notorious Games press release]

Continue reading Xsyon's Raccoon Roundup kicks off a summer of in-game events

MassivelyXsyon's Raccoon Roundup kicks off a summer of in-game events originally appeared on Massively on Fri, 16 May 2014 19:00:00 EST. Please see our terms for use of feeds.

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Fallen Earth posts its update on development in May

Oh, what could have been. If you're a Fallen Earth player eagerly awaiting the release of the Outpost (the player-built town originally meant for live implementation this month) you're going to have to wait a little longer. But you're not being forgotten, either. The latest development update states that while it's taken a while to even bring the new feature to the test server, the team is still hard at work testing all of the ways it interacts with other systems in the game, and it's still on its way.

Additionally, this update reveals that another developer has joined the team. The Scapegoat is a systems developer who will be responsible for tweaking the game's skills and mutations, with a build and patch notes due to arrive on the test server very shortly. While it's still largely quiet for the post-apocalyptic game, players should be happy that there are still signs of life.

MassivelyFallen Earth posts its update on development in May originally appeared on Massively on Fri, 09 May 2014 14:00:00 EST. Please see our terms for use of feeds.

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Rust, H1Z1, and the emerging ‘survival MMO’ genre

Rust_town I'm naked and alone again, but that's OK. After having to level up in other games a million times, deal with boring tutorials, repeatedly turn in quests that add no value to my play time, and then watch as my guild slowly bleeds members to the next MMO asking us to repeat the whole ordeal, "naked and alone" is actually nice. Well, maybe just the naked part.

And that, my friends, is the horror-survival/post-apocalypse genre. I love MMOs, but recent themeparks and building games have left me wanting something a bit more dangerous but still not a pointless murderfest. For the most part, these games are less about levels and quests and more about finding items to make sure you don't die. Hunger meters, diseases, and limited supplies in a world filled with enemies who loot you certainly feels like a good throwback to classic RPGs mixed with the multiplayer I've been craving since Asheron's Call first hooked me on MMORPGs.

But community-wise, these games have seemed more like lobby shooters than MMOs, which for a long time made me hesitate to try them. If you've been finding yourself in the same situation, hopefully my little plunge into this bloody genre will give you some ideas of what to expect.

Continue reading Rust, H1Z1, and the emerging 'survival MMO' genre

MassivelyRust, H1Z1, and the emerging 'survival MMO' genre originally appeared on Massively on Thu, 08 May 2014 16:00:00 EST. Please see our terms for use of feeds.

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Stick and Rudder: How Star Citizen is turning the game industry on its ear

Star Citizen is influencing the game industry for good or ill When this column began, the first thing I talked about was Star Citizen's then-unique development model and how important it was both for fans and the game industry as a whole.

Over a year later, the jury's still out on whether or not Cloud Imperium's opus will bring balance to the Force and give starving hardcores a home of their own. It's already safe to say that Star Citizen has turned the industry on its ear, though.

Continue reading Stick and Rudder: How Star Citizen is turning the game industry on its ear

MassivelyStick and Rudder: How Star Citizen is turning the game industry on its ear originally appeared on Massively on Sun, 04 May 2014 12:00:00 EST. Please see our terms for use of feeds.

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Xsyon adds over 200 tutorial panels

Xsyon Let it not be said that Xsyon is trying to discourage new players from learning how to play this sandbox. On the contrary, today's patch primarily focuses on including a detailed tutorial that includes "over 200 panels of instructions."

The new tutorial serves to guide players through various in-game mechanics, such as building fires, foraging, and crafting. New players to the game now begin with several tools and items to aid in their survival. From the get-go, a player should be able to craft a set of grass armor and all of the basic tools. Because nothing says "survival" like pasting lawn clippings onto your torso!

Other improvements with today's patch include interface refinements, tweaks to campfires (which also look better), and adjustments to energy, hunger, and thirst mechanics.

MassivelyXsyon adds over 200 tutorial panels originally appeared on Massively on Fri, 02 May 2014 21:00:00 EST. Please see our terms for use of feeds.

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John Smedley discusses H1Z1 monetization

Well, at least the budget plan isn't currently creatively appropriating parts of the Landmark budget. Player characters in H1Z1 won't be concerned with money, seeing as how they'll be busy trying to fortify themselves against hordes of shambling zombies. Sony Online Entertainment, however, does indeed want to make money off of the game. President John Smedley took to Reddit to share the details of the team's first monetization meeting, and while it's not a decisive list of how the game will make money, it serves as a preview.

The early list contains character slots, wearable items, crates with random selections of wearable items, and emotes. The team also intends to allow players to loot wearables from other players, but looted cash items will degrade over time rather than being perpetual acquisitions. Smedley makes it clear that resources like food, water, and ammunition will not be sold, nor will any boosts to those resources, since acquiring these assets makes up the core of the gameplay. Take a look at the post for the details and the community response.

MassivelyJohn Smedley discusses H1Z1 monetization originally appeared on Massively on Thu, 24 Apr 2014 16:00:00 EST. Please see our terms for use of feeds.

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