It has been a crazy, crazy month here at the Lab. We are very close to a major milestone: Delivering the first complete version of the game to Microsoft for evaluation. Please note that this means nothing in terms of a release date, though. (For a bit more information on that, check out this post on the forum.) Still, it means we’re making progress, and we are psyched!
As we get ever closer to release, we’re immensely enjoying the way the music and sound pulls everything together. Sound Guy Kevin, and Jesper Kyd, have been kicking a lot of ass. Today, we’d like to share three terrific tracks composed by Jesper. But why just share them? Let’s have a contest!
A new game starts with a lot of ideas and ambitions. Then, day by day, you work to make those ideas a reality, while being true to those ambitions. Along the way, you find that no matter how many times you’ve done it before, every project is a learning experience.
With State of Decay we started with several ambitious goals, but the central challenge was to create a dynamic world where there was no single right answer or right path, where all your actions had real and lasting consequences, and the choices were yours to make. We wanted to do this not just with a scripted, branching approach. Instead we intended to let you take on the zombie apocalypse in a much more freeform and real way.
As Jeff mentioned in an earlier article, we knew this meant managing the game world with an extensive simulation. We had to develop an ecosystem of resources, survivors, and zombies that evolved naturally over time. And then we had to give you a variety of tools for taking on the challenges you’d encounter. Everything would have costs and trade-offs and every problem would have more than one solution.
So what does that really mean? What kind of choices do you have in State of Decay? It might be best to get the answer from the survivors themselves…
Many of you have asked what our influences have been. I usually flap my hands and say “everything!” Undead Labs has seen, read, and played everything we could find in the genre. This is not a team that does things halfway.
We’ve tried to tip our hats to our great loves whenever we could. One of our artists, James, wanted to share some of that with you. He sent me four screenshots that are packed with homages. Can you spot them all?
It’s the most wonderful time of the year…that time when we’re seeing the light at the end of the development tunnel. We’re polishing up communications, tactics, and all of the elements that make a game more than a simple “see zombie, shoot zombie” kind of thing. We talked about tactics, so it only seems fair to show you a little of what we meant. Here’s a holiday gift for you: