Well, I don't know if I even like to call them 2 separate "modes." In a story based game like this, sometimes its just fun to text a friend and beat a level together. Or if you know someone who is having difficulty, maybe you're a few levels ahead and can offer a bit of superior firepower to help them out. That's an element we thought was important, and wanted to include... but its not really a "mode" per se. For ex, you won't be sitting around wanting to play a game, and try to match up to beat a level you already beat... its just a nice little extra. The real co-op "mode", per se, will be the survival arena. This is where you will likely auto-match with random people or play with friends on a more frequent basis, just because you want to play or to try to get that high score in.
I hope i get to beta test. I personally think free roam wouldt detract too much from the creepy athmosphere. Good thing in beta theres going to be testing for both modes.
Actually, I would think that free roam done right could actually enhance the "creepy" factor because you never know exactly where the action is coming from in relation to where you're walking or turning. This is especially true if sound is used appropriately. I think the reason I tend to prefer node or even rail based gaming is because it lets me concentrate on the action, not the wandering. I'm not real big on wandering when I can be shooting things instead
^^^ this. I love the fact that you and a friend can attack certain levels together. Maybe also include a couple of exclusive areas that only 2 people can play. And is there anyway you can shed some light on Iap. I truly feel its killing iOS gaming. It's in every freaking game I buy and it almost forces u to pay. Please charge me 20 out of the gate if you have to. Thanks for the updates FM.
Well, we're not really thinking about IAPs right now to be honest... we're just making the game how we think it will be great, balancing it to where we think it plays well, and then we'll figure out pricing later... Will there be IAPs? Most likely, in some form. For better or for worse, this is the way both developers AND consumers have driven the App Store. The cold hard reality is most people are unlikely to spend the $5-$10 up front, but many are willing to spend the $5-$10 once they figure out the game is actually good. I can respect that... the mobile market is a place filled with THOUSANDS of pieces of crap getting released every week, and IAPs are a good way to scale the initial cost down, let people make sure your game is good, and then invest in the amount they feel is worth it. There's never been this kind of control for the consumer before, which is kind of neat. I guess I just don't really understand the difference between paying $10 up front, vs giving you the OPTION to pay $10 or LESS, while getting exactly the amount of content that you actually want. That being said - again - we're just focusing on making a cool game right now, and we typically balance our games without thinking about IAPs at all. I probably shouldn't have said anything about IAPs, because I'm sure it'll open the floodgates So please, lets not turn this thread into an IAP discussion
I haven't played the first game but I probably will and this one too. I think it's better on free roam IMO.
Yeah i would like free roam. And,if possible open-world. But that would take a long time so probably not.
The more I actually think about this, I wonder if free-roam would hinder the "NYZ" feel of the game. One of the cool things about the first one is that you couldn't move, so you had to pick and choose good weapons for each level... Like I said, whichever FM comes out with will be awesome, either way. I'm sure of that!
Free roam for the win! I think it's very much possible to add free roam and still keep the feeling of the first game.
Whew... This is still looking amazing, and I can't believe how quickly you guys are developing... If you don't mind me asking, do you use your own engine?
wow... It seems to work really well good luck in all your endeavors, and quick side note. Will the zombies still look paper thin sometimes when they turn sideways? It wasn't super annoying, but it was confusing as to where to shoot them when this happened (I know it's probably for the best to reduce ram usage, you see the same thing in cod zombies on mobile).
Haha... keep in mind that NYZ 1 was developed over 2 years ago, when the 3GS had JUST come out and was the big boy in town Part of the reason we wanted to do NYZ2 was because we can finally realize our original vision with some of the new tech. As for the "paper zombies", yeah, they are LODs, so at a longer distance they rendered a much lower poly version... back then it was a feat to have 30-40 zombie no screen at once, and that was one of the things we had to do to make it happen. So, long story short, no, there won't be the paper zombies
A few questions and suggestions This looks amazing but I have a few questions How about hack n slash? Will it be open world? Here is a suggestion Can you add iCloud device syncing to this? Thank you for taking the time to read this Sincerely One very excited fan
This is looking to be a great sequel...looking forward to the co-ops. Will you guys add iCloud saving to this?
I really, really hope so. More devs need to be doing this, especially for games like this that offer more depth.
Oh yeah, also excited to release the first IN-GAME screenshot We still have a ways to go, so things will only get better from here, but its a nice indicator of what to expect.