Set around the year 3025, the world as we known is all but gone. A disease known as Mortuus Ambulus infected sentient life on Earth causing the infected to die and then rise again with basic animal instincts of survival. Every major power house of the world went to war, but later seized and every country created a universal patrol force to monitor actions of their nation. In the ashes of civilization The Allied Keeper Task Force was organized to help round up civilian survivors. The civilians that were under the protection of the AKTF soon were armed with Class 3 Powered Battle Uniforms (PBU) to do simple missions and ultimately find a cure. It is the player’s role to work with friends and fight the “Risen”. Going through an intense story line that will keep you guessing while still having the ability to customize your character with an open RPG experience will keep you entertained for hours on end. With moderation of course :D
Features
Highly customizable equipment system.
10 Equipment Slots.
Weapon, Weapon Attachments, Ammo, Armor, Armor Attachments, Accessory's.
Different equipment setups allow for many playing styles.
100's of different items allow for variation of equipment from other players.
Different armor types allow for different weapon options ( Demolitions PBU for grenade launchers, Scout PBU for snipers).
Many accessories that change play-style and tactics ( RotoTech Hydraulic System grants faster run speed for scouting, Titan Plating increases armor for a heavy combat build).
Higher level armors change the way characters look to increase the feel of being a higher level.
Quests
Many different quests and paths to follow to avoid the horror of grinding or the whole game following the same quest line.
Certain paths grant different types of rewards Ex: A path branches off to either helping the forts medic or engineer, medic gives life regen accessory made from his research you helped with. Engineer gives a physical barrier accessory that grants a recharging shield through the salvaged parts you found.
Quest progress WILL travel through saved games. No more losing your place in a quest line and restarting over.
Combat
Players can attack move but will not auto engage or attack after being damaged.
Many types of scripted enemy's allows for a interesting battle rather than being auto attacked the whole game.
Use of barricades, turrets, explosives, built contraptions, enviromental advantages to combat the Risen.
Skills
Specialization / Ability Tree
Able to respec during the game so no more remaking characters needed.
One unit class but is customized by Specializations and equipment builds.
Two free respecs. Any after requires quest completion and will cost biomass.
3 Core Trees. Combat, Engineering, Medical. Each with its own perks and abilites. Ex: Combat allows players to delve deep into high end weapons and armors, Engineering allows building of turrets, barricades and gadgets, Medical gives access to skills that increase combat ability aswell as weapons that is designed from research to go straight for weakspots.
Map
Ranges from a AKTF base set up deep in a forest to country side towns with makeshift blockades to full blown hot zones inside cites with solid fortification and ongoing battles.
There will be a Save/Load feature that will store all inventory, experience, quests, and currency.
Sneak Peeks
:Items:
E2 Illumination Orb - Serves as a flashlight for the player, increasing sight radius. High level models increase by more.
Hydra R-5 Physical Barrier - Electrically charges the surrounding air near the units creating a recharing shield of atoms to block incoming damage. (Grants unit a shield)
Nova R-E Static Compressor - Compresses the static field from a units physical barrier making it harder to penetrate. (Increase shield armor)
We have alot of plans for this map and are putting alot of thought into the storyline, quests, and systems. Right now we have been working on this for about 3 weeks and have had alot of progression. Currently we are still in the alpha stage with only the starting area complete and a few systems are still in the making. Here are a few pictures to show what we have so far and to give everyone something to look forward to. Also..... Whenever blizzard decides to fix the input lag there will be a custom UI system implemented along with a third person shooter aspect. Right now we are sticking with the Game UI to prevent aggravation while playing.
Once we get a bit further into finishing the systems and polishing them we will release a gameplay video of the starting area so just keep checking back with us :D
(Our plans so far with the progression of PBU's. may change later though, still have mixed feelings on the engineer one
Whenever blizzard decides to fix the input lag there will be a custom UI system implemented along with a third person shooter aspect. Right now we are sticking with the Game UI to prevent aggravation while playing.
World turns into a zombie paradise before this happens. Guess you'll have to stick with the default Game UI for a looong, looong time :P
Anyway I see what I like and I like what I see. Good old zombie survival games, gotta love them.
Combat require the player to right click its target to begin the attack chain. Prevents players from using patrol to farm experience.
Uhm, so I guess you'll fight rather few zombies at once? It'd be painful to click every damn zombie when there's hundreds of them infront of you.
Apart from that it looks pretty good, features sound promising! Can't wait to see some actual footage.
Some shelfish bit of advertisement:
There's a good resource for helping you make a save system, especially useful if you have lots of stuff to save: Link
Uhm, so I guess you'll fight rather few zombies at once? It'd be painful to click every damn zombie when there's hundreds of them infront of you.
Kinda, were trying to be a bit different than the standard 500 zombies on screen at once and auto shoot that everyone else is doing. Our has a bit more of a tactical approach to the combat system, instead of auto attacking and sitting still throwing your grenade when it comes off cooldown. Theres going to be a decent number of abilities the player can spec into so there is more focus on a actual RPG element rather than "my gun shoots faster than they move". But yea there wont be a scare amount of them but there will be enough to make you panic, were still working out the medium on the numbers and placement
Uhm, so I guess you'll fight rather few zombies at once? It'd be painful to click every damn zombie when there's hundreds of them infront of you.
Actually, after a few more times playing i kinda get irritated also, so i fixed it to where you can attack move but you wont auto engage or attack after damage
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Story
Set around the year 3025, the world as we known is all but gone. A disease known as Mortuus Ambulus infected sentient life on Earth causing the infected to die and then rise again with basic animal instincts of survival. Every major power house of the world went to war, but later seized and every country created a universal patrol force to monitor actions of their nation. In the ashes of civilization The Allied Keeper Task Force was organized to help round up civilian survivors. The civilians that were under the protection of the AKTF soon were armed with Class 3 Powered Battle Uniforms (PBU) to do simple missions and ultimately find a cure. It is the player’s role to work with friends and fight the “Risen”. Going through an intense story line that will keep you guessing while still having the ability to customize your character with an open RPG experience will keep you entertained for hours on end. With moderation of course :D
Features
Highly customizable equipment system.
Quests
Combat
Skills
Map
Sneak Peeks
:Items:
E2 Illumination Orb - Serves as a flashlight for the player, increasing sight radius. High level models increase by more.
Hydra R-5 Physical Barrier - Electrically charges the surrounding air near the units creating a recharing shield of atoms to block incoming damage. (Grants unit a shield)
Nova R-E Static Compressor - Compresses the static field from a units physical barrier making it harder to penetrate. (Increase shield armor)
We have alot of plans for this map and are putting alot of thought into the storyline, quests, and systems. Right now we have been working on this for about 3 weeks and have had alot of progression. Currently we are still in the alpha stage with only the starting area complete and a few systems are still in the making. Here are a few pictures to show what we have so far and to give everyone something to look forward to. Also..... Whenever blizzard decides to fix the input lag there will be a custom UI system implemented along with a third person shooter aspect. Right now we are sticking with the Game UI to prevent aggravation while playing.
Once we get a bit further into finishing the systems and polishing them we will release a gameplay video of the starting area so just keep checking back with us :D
(Our plans so far with the progression of PBU's. may change later though, still have mixed feelings on the engineer one
World turns into a zombie paradise before this happens. Guess you'll have to stick with the default Game UI for a looong, looong time :P
Anyway I see what I like and I like what I see. Good old zombie survival games, gotta love them.
Uhm, so I guess you'll fight rather few zombies at once? It'd be painful to click every damn zombie when there's hundreds of them infront of you.
Apart from that it looks pretty good, features sound promising! Can't wait to see some actual footage.
Some shelfish bit of advertisement:
There's a good resource for helping you make a save system, especially useful if you have lots of stuff to save: Link
Looks good and sounds good!
Hope you can make it good! :)
Kinda, were trying to be a bit different than the standard 500 zombies on screen at once and auto shoot that everyone else is doing. Our has a bit more of a tactical approach to the combat system, instead of auto attacking and sitting still throwing your grenade when it comes off cooldown. Theres going to be a decent number of abilities the player can spec into so there is more focus on a actual RPG element rather than "my gun shoots faster than they move". But yea there wont be a scare amount of them but there will be enough to make you panic, were still working out the medium on the numbers and placement
Hellz yea this is gonna be awesome :D
Actually, after a few more times playing i kinda get irritated also, so i fixed it to where you can attack move but you wont auto engage or attack after damage