
We will be back, maybe in twenty minutes, maybe tomorrow. Spelling: ‘We’re look(ing) for strong survivors and those who fill a role: doctors, mechanics, fighters, able-bodied people.’ I really hope he is lying because otherwise it ruins the tension.

This is one of the scenes where in my mind trying the peaceful or subversive approach should come at the prize of losing out on valuable intel. Pacing? I know there’s the disclaimer ‘for testing purposes’ but is Benton meant to give up information so easily? First he insults Rachel and the MC, next he tells us about their leadership and group size. May just be my preference though.īenton interrogation. Wording: ‘Especially in the beginning, the captors don’t view the hostage as a person anymore.’ ‘In the beginning’ doesn’t work with ‘anymore’ in this context. Wrong word: ‘"Frequently, and hostage situations, captives tend to become dehumanized.’ Missing word: ‘So I doubt anyone (is) coming to save you, and I don’t know how long we can keep you safe here.’ Missing word: 'It’s not that we’re bad people, it’s just that we don’t really know (who) you are. Same scene using the subversive approach. Spelling: ‘You know Benton this just trying to get under your skin, so you ignore him.’

Was that intended? If it is, it would be nice if there was some indication given that this is the option that will wrap up the conversation.Ĭontinuity error: In the scene, where Madison, Brody, Nora and Reilley fight about the camper, I had already asked Reilley to live with me and he had accepted.īenton interrogation. The moment I choose ‘talk to him about staying at the junkyard’ I lose the option to ask him about Leather Jack. It’s too erratic unless your goal is to present him as mentally unstable, which isn’t in line with the calm and collected conversation we had about his father’s illness earlier. He flip-flops from open hostility to suspicion to sadness regardless of which conversation option I choose. Kevin’s behaviour (continuity error aside) doesn’t make sense in the ‘Talk to Eli’ scene. If I choose as my next activity ‘Talk to Eli,’ Kevin will storm in demanding that we all leave. I am so excited about Part 3!Ĭontinuity error: After snooping through the house, Kevin had a talk with my character which ended with him agreeing to follow my leadership.
Zombie exodus safe haven part 3 code#
You could also hide this code from viewers, I’ve seen a couple writers do this somehow. Having a centralized page would make the rest of your code much cleaner, and avoid excess complications. As to character management, I’d have to REALLY think about it but you could probably create a character page specifically for tracking characters, recycling code, and enabling or disabling characters based on their alive or dead status. That said, I am glad you are reconsidering. Let me know if you need anything!Īs to the feedback, you have the POWER! It’s just feedback! Don’t let us sway you if your instincts say otherwise. Not everything has to a be a long string of cause and effect Take care and feel better! I’ll keep you in my prayers. And you can always throw in some long but simple scenes that grab a players heart strings and then rip them out without taking down the core characters in scripted deaths. I agree that you need to make things feel real to avoid the story going stale but that’s where you make extremely difficult situations that are only survivable by certain certain roles if playing normal and are challenging with upgrades. You want to be Rambo who saves everyone? You can do that too! You want a challenge or realism? Play through naturally. That’s the point and popular demand of choice games. You have to consider how a player invested in the character would feel even the players like me who don’t even have her as an RO but still see her value which Jim has even admitted to, as well as how poor and much of a shortcut this option feels. I believe if Jim finds increasing the level of possible character deaths too overwhelming, which is completely understandable, he should simply find a different route. If anything, it’ll just make it feel less reactive. Overall, I just don’t feel forced character deaths are an answer to making the game world feel threatening. I feel nothing you can say can excuse it. I haven’t seen plans on what to say in the game for people who do have her as an RO. Which I get is the point, but therein lies the problem I’m talking about.

I won’t feel more immersed, I’ll feel less invested because apparently the author can take anyone away. Regardless, all my points still stand and forcing a death which is indeed an RO is still cheap, in my opinion. Or at least, it should be, in my opinion. Worrying about players finding a way around your challenges is a non-issue.
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I looked up how to recruit Crone and Kelly in the original ZE. As I’ve said, I feel the answer is simply more difficult situations. To be honest, I don’t see why that’s an issue with anything.
