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Announcement

Infection Download UPDATE! (Chapter 2 DEMO INCLUDED!)


Hello my fellow zombie and horror lovers! I'm pleased to announce with the current update to the Infection download(with many fixes and added surprises to Chapter One) I'll be including a short version of Chapter Two for those interested in seeing the newest content as well as those new to the game, having the option of continuing onward in the game.
The new content isn't long, but I decided to add it in with the update and it has a stopping point that'll return you to the title screen like Chapter One did.

I haven't made it compatible with older save files, but I do plan too when it's half-way finished of finished. I'm only including it because of the update to Chapter One, and I thought why not?

So, for those that have already played and beaten Chapter One, feel free to wait for a separate download file and possibly the completed version. But for those that don't mind going through Chapter One again, it does have many fixes, updates and even some added content, such as items and a few new(small) areas.

I'll be uploading the download shortly, and it will only be a matter of time before it's open to download.
As always I try to ensure that I got the big bugs and make the game RTP-independent. But for those that find anything, please contact me via message or on the gamepage.

I haven't had much time to work on Infection, with the new job and everything as I would have liked to, but I'm proud that it's still going strong and in the works.
I appreciate all your support and love all my fans and those who give this game the time of day.

We've hit the 1000+ download mark recently and that overwhelms me with joy and I hope to see it grow further in the future!

Best of luck to you all, my fellow survivalists! :)

Game Design

Improving Difficulty


Hello everybody, there has been a lot of interesting discussion recently on game design that has got me thinking on game difficulty and trying to make the game not lose its thrill.

So, I'm here now to post some thoughts on improving Infection's difficulty! I know a lot of people say it's hard as it is, but since this is my main project and it isn't going to be that long, I figured why not make it as fun and challenging as possible?

I'll just start this off, and PLEASE give me your thoughts and opinions! If something doesn't sound like it would add fun, then let me know!
If it sounds like it could work and add some flare, then mission success!

Idea 1:
Stepping on skeletons causes minor damage, only once on first contact. After that they are "shattered" and not so dangerous to walk on. I like this idea, because it adds that survivalness when in the streets or a building. The damage won't be much, like 1-3HP, so you don't HAVE TO avoid them, but why not if you can?
-Logical reason: would you really step on skeletons?

Idea 2:
Infected, or any other enemies level up with you! For example, at level 3 or 4 the infected will become only slightly stronger, but not as weak as they were before. I was thinking this to prevent people reaching a higher level and being able to smash down common infected like flies and grind to level 10. At least this way, they prove more and more of a challenge as you raise level. They won't get superbeast or anything, just to be able to match you without getting slaughtered.
-Logical Reason: Helps with over-leveling abit, and makes it not so boring when you are higher level.

Idea 3:
Stamina system RUN/WALK! I've been thinking about this for awhile now, and I have had comments on it and I agree that this game could benefit for a running system. But like I stated before I'd have to compensate for you being able to run faster by either having faster zombies that can actually catch you, or you would get fatigue which could hurt you inside of combat or make you slower than normal for a short period of time.
This one is really up in the air, because to add something so helpful, it has to have a downside. So would it be better without it?
-Logical Reason: People run. People run from zombies fast. But you can't run forever!

So these are just a few ideas I wanted to throw out there, I will probably implement Idea 2 just because it seems like a no-brainer.
I'd appreciate any comments or suggestions, and I will add to this blog with any further ideas, but only if I have 3+ more, I'll let ya'll know!

On a different note, I've entered the Hallow's Eve contest, as I'm sure many of you have!
I hope to get something finished, but I'm not too sure, we will see though. I've actually had time to work on Infection, so I can't put it on the back burner for a game contest.


Anywho, cheers RMN!

Announcement

Infection-New Edition! v.3

Hello everybody, I know recently I said I wasn't going to be working on Infection much, but in my spare time I've been working on the next version I want to try out of Infection.(v3.0!)
This is going to be very different from the previous versions, as I want to focus on storyline and not so much about doing quests and whatnot.
For starters, I'd like to list a few changes:

1- Converting over to the 2k3 engine using the DBS
2- Black and white graphics, or grey tinted
3- New zombie/infected battler sprites
4- Random encounters, no on screen events On screen events with randomly numbered infected.
5- Plans to make houses/buildings your shelter/timed infected attacks
6- New music!

And like I said, I'm going to be working hard to have a good storyline implemented and work on dialogue and that sorta stuff.
I know this game has gone through many changes and versions/play styles, but I'm really liking the feeling of this one, very creepy and eerie.
The battles will be much more interesting I can assure you. Now that I'm using the 2k3 dbs, infected can attack you if you're idle during your decision phase, you can get grappled and held and have to break free with an all new skill tree called Survival.
So I'm excited about the battle system change up the most I think, as I think the old one gets really repetitive, this time around it should be much more survival then just a simple hit and go, turn based system.


This will be coming soon!
I'll try to have a playable demo out and show all the changes that it has undergone.
Thanks everyone, and to my subscribers, hope I can please the zombie/horror enthusiasts out there with this version!

(I know I've shown a similar image to this one awhile back, but I have the colors right now and like the BW/grey style!)

Miscellaneous

LOCKPICK System announcement!

Hello everyone, I'm happy to announce that I finally got around to working on a Lock-picking system for Infection.
I've been wanting to do this for quite some time now, pretty much since the beginning of version 2.0, but never tried implementing it fully.
I wanted something somewhat unique and different, and something that wasn't too difficult to repeat as well as code.
And this is the final product as it stands:



It's really quite simple and won't ever be too hard to do, the main challenge for harder doors will be the time limit, which will vary from difficulty of the lock.
Changing this to reflect character skill level of "Lockpick" which gives you more time the higher the level you are. -As suggested by drakiyth, thanks!
So time given will start relatively low until you get more levels, for each level you will get +1 point to your Lockpick skill(Starts at 5), and time in the lockpick challenges will be decided by your current lockpick skill x2.
(ex. Lockpick Skill of 7, will give you a timer of 14seconds.)


Basically what you do is match the top "image" of columns with the bottom columns by either choosing to adjust the column or leave it alone and move onto the next.
Not every column will always have to be moved each time, but if you do choose "Next" on a column that needs to be adjusted there won't be any turning back and you'll ultimately fail the lockpicking session.
So you'll have to be careful and look closely, but be sure to get it all done within the time limit!

If you do succeed in picking the lock, you'll be awarded experience points which will of course vary again on the difficulty of the lock, and of course gain access to a new area/room/etc.
If you fail, the lock will become broken and unusable, thus disallowing you access.

I'm still working out a few minor problems with the system, but I can assure you you'll see this somewhere in the next update.
I hope this will add some fun and sense of "puzzles" to the game where I think it's lacking.

Cheers. :)

Miscellaneous

STAND-ALONE Testing! -Success-

Hello all!
The recent testing I did for Infection to be Stand-Alone(RTP independent) worked perfectly!
So now I'm very excited because those new to the site or just browsing will be able to play without problems, and that opens a lot of doors!

In other news...

<UPDATED VERSION NOTES>
-Tweaked enemy life and stats
-Tweaked many melee weapons as well as adding new ones
-New items and medicine added
-New areas added, such as the South District Park and more explorable residential housing
-Fixed some buggy events (STILL HAVE A FEW TO IRON OUT)
-Tons more searchable food everywhere
-Encounter rate fixed for Blowfly Swarms

Mainly a lot of small things but overall a better product for demonstration to those just playing the game.

I'll be working on finishing up the Introduction to the game shortly, which will be a playable segment before you reach the Safe Zone, showing you the basics of the gameplay as well as adding storyline.

Thanks everyone!
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