Showing posts with label Zombies. Show all posts
Showing posts with label Zombies. Show all posts

Friday, June 22, 2012

Minecraft: HCFactions and Mine-Z, plus - Interview with Lead Admin HighlifeTTU!


I clutch my pick in hand, creeping beneath the earth searching for diamonds. I started with nothing but a fishing pole, and now I've carved out a small base with a working farm, resources to keep me stocked, and I know at any moment, if I'm not careful enough, someone could break into my less-than-secure spot and kill me, and I'd lose everything. I'd also be locked out of the server for three days. Death comes at a high price. Some days later, I work in a faction base. The land is secure, as people can't use our doors or break our walls unless they manage to kill one or more of us.  The call goes out to everyone online, hostiles in diamond armor have appeared at our walls, looking for a way to get in, even a small hole could mean a well-thrown Ender Pearl could teleport the raiders inside. We grab potions and equip diamond swords, and prepare to fight.

Me, in glorious diamond armor, in the little room deep underground,
where I would be brutally murdered less than a day later.

If this doesn't sound like the Minecraft you've been playing, that's not unusual. HCFactions, a server with loads of custom-programmed tweaks and plugins is a special and unique place. Players contend with the usual difficulties of monsters, lava and starvation, plus hostile other players and the three-day "deathban" that enforces the "hardcore" nature of the server.  The stories above are both an actual part of my last week on HCFactions, and the drama, shifting alliances and betrayals of Factions (organizations that can purchase and defend land) have been detailed on Reddit for well over a year now.  Run by Matt Sundberg, better known as HighlifeTTU, the server can take up to 175 people at once, and there are usually between 50-100 playing at any given time, struggling and banding together to survive.

Recently, HighlifeTTU and his Administration and programming team announced their second server concept, called Mine-Z, a cooperative/competitive Zombie Survival server that takes direct inspiration from the popular fan-created Day Z mod to the game ARMA. I had a chance to speak with several members of the Admin team in the last few days, and I asked HighlifeTTU if he'd answer a few questions. Here's what he had to say.

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- Tell us a little bit about yourself and your coding/Admin Team.

I go by "HighlifeTTU".  In the real world I work the standard 8 to 5 grind in the finance industry, so Minecraft server hosting is my after work hobby.  It has quickly exploded into something I never imagined! I have been lucky to find a very talented team of individuals. Almost all of them work in the technology industry in some fashion, so we tend to get on at night after we've all slaved away for the man and put our heads together to create new plugins and ultimately craft new experiences for players.  I am about to turn 29 years old, so I regularly tell my player base to get off my lawn.

The HCFactions Shop, where iron and gold can be sold by players who wish to purchase
land, potion materials or rare blocks for customizing their base.

- How would you describe HCFactions and MineZ to someone who is familiar with  Minecraft, but ignorant to the larger Bukkit/Factions community?

HCFactions is a hardcore PvP oriented factions server.  It basically allows groups of players to band together, claim land on an expansive map, and then battle it out against each other.  The uniqueness comes from the death ban we use.  When a player is killed, he is banned from the server for three days.  For someone unfamiliar with a hardcore experience, they would probably say there is no way that could be fun.  But the magic of a hardcore server is the change in how people act. In a normal game where you respawn instantly, you don't have a fear of death, and ultimately you see players grow bored since their actions have little meaning.  With death ban, many people actually get an adrenalin rush.  You know every mistake could be your last. defeats are brutal, but the victories are that much sweeter.

We've expanded on the normal factions experience by adding a number of things.  We have PvE oriented events, a King of the Hill event that has players fighting over a location for a chance of good loot, and my lead developer (lazertester) recently rolled out the Factions Arena, which is a fully automated arena plugin featuring loadouts, multiple arenas, and a comprehensive stats page for bragging rights.  Recently we added an Archer, Bard, and Rogue class that is in the spirit of vanilla minecraft, as it requires no slash commands, and you activate it by simply wearing a full set of a different armor.  Our most challenging change has been re-coding some of the craftbukkit code to balance enchantments and make them more intuitive, which we plan to roll out in the next couple of weeks.

The extensive Arena, as seen from the glassed-in Spectator Area, where players can
practice their PvP skills without risking their hard-won equipment.

We now have had 15,000 unique visits to the server, and average about 6,000 unique players a month.  It has been a very big success, and has motivated the team to work on side projects.

MineZ was inspired by DayZ.  DayZ proved that as a developer you can try to ruthlessly murder your player base, and they like it.  MineZ is basically a zombie survival mod, where zombies use advanced AI and fast movement to hunt you down.  Players must manage limited inventory, find loot at key locations, all while managing their hunger, thirst, and health.  There is open PvP, so players can be as much of a threat as zombies.  The world is expansive and built by hand.  There are large distances with no loot to be found, meaning any amount of travel requires preparation.

- What are your short and long term goals for HCFactions and MineZ?

For HCFactions, we are currently doing an enchantment balance and are then starting on our own fork of Factions.  We plan to add a finite power source that can be gained at events, which can be used to gain small bonuses to combat.  After that, we want to add some RTS style features, letting players "power" chunks outside their main land, and build specific structures to take advantage of these bonuses.

MineZ?  Well.  I have a very firm grasp of the short term vision, but I want to see how the players react once I finally let them loose on the world.  For one though, I want to add a story to the game that is gathered in pieces via signs and eventually written books.  I also want to add a special bandit NPC type, that has advanced group AI. The bandits will only spawn at the hardest places on the map, and will require teamwork and high tier items to defeat.  Honestly though, outside of that, I think the player base will dictate what the development team ultimately works on.  We've already received some great ideas from the community.

A desperate band of players fights a small horde of aggressive zombies in MineZ.

- A lot of custom code has gone into your servers, making them unique. Are there any ideas that you've really wanted to incorporate, but haven't yet been able to make a reality in code?

Anything interface related.  We always build our plugins to use the vanilla client, as we feel the client modding process isn't intuitive to all players.  I am hoping the new mod API allows us to add new interface elements and more easily disseminate information to the players.  This will open up more possibilities, since some plugins just won't work with slash commands.

- Minecraft has been criticized for being an excellent building "toy" but without a whole lot of traditional gameplay mechanics, objectives or metrics for victory. Your servers have clear "game" elements with careful thought given to balance and progression over the course of a particular map. Are there particular games or designers (aside from the obvious ARMA/Day Z for MineZ) that have inspired or influenced the systems that have been integrated into the servers?

Ultima Online.  It was the first game I fell in love with, and for the first two years it existed it was something special.  The sad thing is they ultimately changed the game to cater to a wider player base, which makes sense financially, but hurt the gritty, hardcore experience it once was.  I find myself looking back at those experiences and it is a clear influence on how I balance things on HCFactions and how I look at the design elements of MineZ.

A look at HCFactions' Spawn area, where players can safely fish, shop, and when they are ready
to leave, be fired from a cannon 600 blocks away in a random direction.

- The type of gameplay found on HCFactions lends itself well to stories of drama, betrayal, heroism and sacrifice re-told by players. Do you have a favorite "story moment" from the playerbase on your servers?

Likely Greysoul. [Note: full story of Greysoul can be found here and here.]  On the second map of the server I saw a large group of new players venturing off together.  I followed them around and documented their experience.  They ended up being the first faction to slay the ender dragon, and then they went on to conquer and destroy the largest and most dominate faction on the server.  It surprised me that a group of players with no experience on HCFactions grew from nothing into the most powerful force on the server.  Well, at least for a couple weeks. :)

- If you could tell your community one thing about your time on these projects that isn't already widely known, what would it be?

I'd have to say that the most surprising thing is I have no background in programming or game design.  I took a C++ class in high school, but that is the extent of my experience.  For HCFactions, I had to teach myself how to use linux, bash scripting, some php/mysql for the first stats page, and basic java to understand the plugins I was having developed.  It has been a very long ride, but very well worth it. Having done it for a few months now, I still enjoy it as much, if not more, than I did the very first day I started doing it.

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I'd like to thank HighlifeTTU for his time, and for a gameplay experience that has matched or exceeded the play experience I've found in a lot of $60 titles, all for free. Server donations keep the project from being exceedingly expensive, and players who donate are rewarded with "free lives" to get around the 3-day ban on death.  Notoriously cheap about F2P gaming, and suspicious of most games featuring microtransactions, my experience on these servers is a testament to the hard work these folks have put into the experience their players have. Within days of my first time on HCFactions I purchased a spare life, which is, to date, the only real cash I've spent for something extra in a game since purchasing a basic starter kit in my time playing Team Fortress 2. I eagerly await the opportunity to try MineZ, and also to get back to base-building with my faction. That is, once the brave souls we lost in last night's raid have served their three-day deathban. Best Blogger Tips
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Wednesday, June 20, 2012

Zombies, Run! For Android and ZombieLink – A Review

When I first read about the Zombies, Run! Application, I thought it was a great idea. A fitness/gaming application where the player is a scavenger for a base of survivors in the zombie apocalypse, running to grab supplies and away from zombies.  It was first developed for the iPhone, and, well, I don't have one of those. However, one of the positives in my period of re-employment recently is that I did get an Android phone,and last week (6/14/12) Zombies, Run! Was released for my phone, and I've given it a few test runs (pun intended,) since an injury has me out of the weight room at the moment anyway.  The launch is not without its hiccups, but overall I like the application a lot, and will continue using it. I hate running, but this has motivated me enough to give it a serious try.

I used to joke when asked if I ran "Only when chased." Be careful what you wish for.

Zombies, Run! has a fairly simple interface. There is the base door, which lists Abel Township's (the settlement) population, and allows a quick swipe to open the door and start a mission. There's the mission menu, that displays all unlocked scenarios as well as criteria to unlock certain missions that have requirements. Next is the base upgrade menu, where each of the critical structures in the town are shown, and after each mission, collected items can be allocated to upgrade facilities with a simple drag and drop. There is an options screen with a help system, the ability to choose distance units (miles/km,) credits and the ZombieLink synch settings.  Each mission is a series of audio files telling the developing story, introducing characters, announcing when items have been picked up and cueing sprint sequences with a warning and the groans of approaching undead. Get away, and you keep your loot... get caught and you must drop an item to distract the horde. The game plays without needing to interact with the screen while running, using it to build the base and look at collected supplies later.

The Good

The voice acting in this game is spectacular, on par or better than that found in top-quality animation and AAA-video games. The story is immediately engaging, and finding out what happens next is a great motivator for getting back out there and running around a bit. The zombie chases also motivate a burst of speed, as I found myself not wanting to surrender any items even when my body was protesting that I'm built to lift weights, not sprint. I've always appreciated games that allow you to do some base/city building, and though that aspect is simple, I'm glad it is there. ZombieLink automatically tracks your progress, distance, and story events that happen along each workout for later viewing, as well as tracking in other fitness programs/sites like RunKeeper or Fitocracy. Getting to see the base's population increase as it is made more secure reinforces the idea that the player is assisting a desperate community while going out for a jog/run.

When finding that pack of underwear in the wilds, do you
allocate it to the residential facility... or the Armory?

The Bad

The application is far from perfect, and I've found a few frustrating things, especially considering the relatively steep price tag of $7.99 in an Android market packed with free or $0.99 apps. I think it is worth the price, but the flaws are a little less forgivable than they would be in a cheap/free product. There is an option to use your own music while running, but at launch, it was frustrating to use and sometimes interfered with playing the game.  Though supposedly compatible with WinAmp (though not the default music player on my phone,) the music wouldn't play through Zombies, Run!during my first two workouts. When manually starting a playlist, the music frequently drowns out some of the narration, marring the experience. It is worth mentioning that with today's update and a swap to Android Music Player, these issues seem to be resolved. ZombieLink is great, but seems unfinished, with no maps of my runs, a feature the website suggests should be live. Finally, the zombie chases are great, but they start randomly, so I find myself moving slowly when not being chased, not wanting to be worn out should a sudden chase start up.

I have great hopes for ZombieLink, but it isn't quite there.. yet. And yes, I run slow. Shut up.

The Future

Today's update, in addition to resolving the audio issues I experienced, added a shuffle feature which greatly improved the experience with each story clip or "transmission" playing as an intro/outro to random songs from a custom playlist I made for running. Various stability issues were also addressed, and my experience with the third time playing the game takes my recommendation from a cautious "Yes, but..." to an emphatic "Oh, definitely." There are currently 23 missions available, with a total of 30 promised for the first "season," as well as 5k and marathon training expansions (as I'd like someday to try the "couch to 5k" program, I look forward to this.) The team seems committed to supporting the project, so I am confident that an already great app will only get even better with time. As an experienced gamer, fan of the zombie genre and novice fitness enthusiast, this game hits the right notes. As the application is patched and refined, I think it'll be a great tool for my quest for  being more physically fit. After all, ZombieLand taught us that Rule #1 is: Cardio.


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Wednesday, July 20, 2011

Project Zomboid and Dead State: Two different takes on zombie games for PC.

I love the zombie genre. I'm just gonna put that right out there. One of my favorite horror movies of all time is still the original Dawn of the Living Dead, and the popularity of the genre in recent film, TV and games is something that I relish. We're already starting to see the “Ugh, I'm so over Zombies...” hipster backlash, but long after zombies aren't the “hot” thing anymore, I'll still be into them. If I were to profile all of the video games about zombies, I could do a multi-week series of nothing but, testing my own assertion that I can't get sick of the topic. Instead, I want to talk a little bit about two games from small studios that have similar visions of a game about the zombie apocalypse, but intend to have very different executions in their finished projects.

An indie game worth supporting. The developers have already been through
a horror story nearly the equal of the one they are trying to tell, just to get this made.

First up is a game you can actually play, today... or at least a version of it. Project Zomboid, in development by The Indie Stone, is a survival game with equal parts isometric action/exploration and RPG elements, including a crafting system and (soon to be introduced) character classes. I was first introduced to the game via a thread on Reddit linking to articles over at Rock, Paper, Shotgun. The game is being developed and sold using the same model Minecraft did, that is to say, you support the developers early and you get a copy of the game on the cheap while it is still being worked on. I got in early on Minecraft and was intrigued by the vision the devs had for their final product, so I happily jumped at the chance to get in on the ground floor.

From the beginning, Project Zomboid tells you the philosophy of the kind of story it wants to tell. This isn't the story of brave survivors who shotgun blast and eat canned goods until they are safe and a cure is found, or the military sweeps in and saves everyone. This is the story of the struggle against an inevitable end. No matter what you do, how well you play or what paths you take, in the long run, the zombie apocalypse is total. This is not the story of how you survived. This is the story of how you died. The setting, and the “no one survives” concept may be bleak, but the human stories about how people treat each other and what sorts of decisions people have to make in order to survive are present from the very first pre-alpha tech demo release.

Even with great planning and plenty of supplies, when things go bad in Zomboid, they go BAD.

In the demo, you are Bob, a normal sort of balding middle-aged dude who has just escaped a group of survivors who turned on him and his wife and took all they had, and she broke her leg in the process of getting away. You are introduced to basic first aid, inventory management, scavenging for food and supplies while hiding from the horde, some item crafting and combat with both zombies and hostile survivors. Buildings can be barricaded, supplies scavenged, and you can, at the moment, deal with various needs like hunger, need for rest, panic and pain management. The basic gameplay is reminiscent of a version of The Sims with more RPG elements and where most of the other Sims are trying to eat you. I look forward to seeing what this game will look like in six months or a year, as I'm impressed with what I've seen so far.

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The other game is one that I've been looking forward to for a very long time, and shares a lot on its surface with Project Zomboid, but focuses on different things and should provide a very different experience. Dead State, still in development by Doublebear Productions (release date of "when its done",) is a game with its focus built around the maintenance of a safehouse, adding other characters to the group of survivors and dealing with the crises that come with being cooped up together. NPCs may be found “in the wild,” and depending on the circumstances of your meeting, may be cautious, friendly or hostile on different playthroughs. The focus in a lot of the development journals is on making a LOT of NPCs, and fleshing them out as characters.

Zombies might think I meant something different by "fleshed out" NPCs.

Where Zomboid seems to take gameplay inspiration from The Sims, Dead State seems to have grounded its philosophy in turn-based tactical RPGs like Jagged Alliance and Fallout 1&2. All combat will be using action points and turns rather than arcade action or real-time strategy rapid clicking, and in general, single zombies are only a problem if someone is surprised by them. Running into other hostile and armed survivors while scavenging for basic needs, and the very real danger of a firefight attracting many dozens of zombies will present the real challenges. Morale and fright will also impact how perfectly survivors follow the orders they are given, as someone who doesn't trust in your leadership to being with may behave unpredictably when panicked.

In terms of building trust, one of the most interesting things is the events and NPC concerns while living in the safehouse, that remind me of old political sim games that frequently ask the player to make policy decisions. When someone who commands a lot of respect among the other survivors starts asking for an unfair ration of food, do you agree and risk people becoming upset when they find out... or do you say “No special favors,” knowing they will undermine your leadership later in casual conversation with others? Dealing with others who become selfish, mentally unstable, ill or injured... or just think they'd be a better leader than you are is what makes me want to play this game. Now.

Managing people's respect for you in moments of crisis looks like it will be key.

Both of these games have taken the "zombie as target practice" and "blast your way to freedom" out of the equation, and I like this more thoughtful approach to the genre. Not that I don't enjoy shooting zombies in the games that do it best, but I've played that already.  The personal horror of making terrible decisions in order to survive, wondering if everyone hates you or fears you because of what you did... Zombie films are about people, not zombies, and I'll be happy to play a few different takes on games developed with that in mind.
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Thursday, June 2, 2011

The Walking Dead – From Comic Book To AMC, Zombie Survival Horror.

There's been a whole lot of backlash these last few years about the surge in popularity of zombies in films, games and TV. People rolling their eyes and saying “Zombies? Uggh, I'm so OVER zombies.” My response to those folks is “Fine. Piss off then. I'll continue to enjoy them.” The zombie apocalypse as a genre immediately gets people who are into it talking, planning, trading theories on “what would you do if...?”I've got an awful lot to write about zombies, what with the pre-alpha of Project Zomboid (which I pre-ordered) going live, and Doublebear's Dead State Zombie RPG trudging toward release, plus books and films I love in the genre. However, there's an obvious place for me to start when writing about zombies. The Walking Dead.

Seeing this image, and a few others lifted directly from panels of the comic gave me hope.

When I first heard about the AMC series The Walking Dead, how it would be a television show following survivors in the classic zombie scenario with a solid effects budget, I was immediately interested. Frank Darabont of The Shawshank Redemption directing? A story focusing on the people and how they cope with the stress of the end of the world? A cable network commitment to doing serious drama/horror with zombies instead of some schlocky parody? Oh, yes. Immediately researching the topic, I found that it was based on a long running comic series published by Image. This deserved further investigation.

I tracked down years worth of the comics, and sat down to read. I had a few long nights there, as I was immediately pulled in by the story, even if it wasn't groundbreaking or particularly unique. The Walking Dead comic started as a familiar story, well told. I caught up with years of the series in a few days, hooked as I was, and grew to care about characters as they developed, and gasp or grieve as favorites met a grisly fate. The brutality and the fact that in Robert Kirkman's world no character was safe added tension to the world, and a desire to keep reading because I knew any character could die at any time.

This comic became Images #1 selling title, even eclipsing sales of Spawn.

When the AMC series was set to premiere on October 31, 2010, I was excited, but convinced that there were a whole lot of changes they'd have to make for television, and I began to get nervous and prepare for disappointment. I was pleasantly surprised from the outset at the risks the series was willing to take, right from the first scene, showing a child zombie. Some of the casting decisions, new characters and subplots made me raise an eyebrow, but the first few episodes were good enough that I was willing to give it a chance. I'm glad I did. In adapting a book or comic to another medium like TV or films, changes have to be made. Pacing in a movie or episode is different from proper pacing in a novel or comic book.

There were some fairly serious departures and changes in The Walking Dead's first season, and I've been satisfied so far. Those of us who know and love the comics don't know exactly what's going to happen around any given corner. Characters who, according to the story we know, should already be dead and still up and kicking, and there's no telling if someone who survives a good long time in the comic might not die in the show. The suspense created by not knowing what is going to happen to any given character in the comic is important, and they've used changes to retain that onscreen. Zombie stories all too often descend into blatant allegory at the expense of their core story, and The Walking Dead hasn't done that.

The behind the scenes features on the effects and makeup for some of the zeds is fascinating to me. 

There are big questions posed by the zombie apocalypse scenario. What would you do if a loved one turns? How do you deal with losing everything? What could you sacrifice to survive? What do you have to become in order to keep those around you safe? What effect does growing up in a world where society has collapsed and a struggle to survive is normal have on a child raised in that world? These questions and others are addressed directly by Kirkman and Darabont, and though individual elements of The Walking Dead have been seen before in one form or another, something new and different comes out of how these elements fit together as a whole.

Looking for covers that won't spoil the series future seasons was tricky.
I'll be interested to see how AMC tackles the storyline with this guy, though.

When talking about “What would you do?” I frequently have a pretty strong set of opinions, and frequently find flaws in people's plans. How a group gets food when your canned goods run out, how to deal with other hostile survivors who are likely more dangerous than any zombie... These concerns are addressed in the comics, and I look forward to seeing how they play out on a TV screen. Here's to hoping that the hipsters and critics who are “so over zombies” don't allow the series to be cancelled before it has a chance to get into the meat (hrm, pun) of these topics.
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