Space Pirates and Zombies 2

Space Pirates and Zombies 2

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Blorf  [developer] May 12, 2016 @ 3:26pm
Developer gameplay overview and training video!
Hi Everyone,

Richard has been hard at work on this video, and now it's done. This video goes over many of the systems in SPAZ 2 and how they work together. The video is 50 minutes long, but it goes by really fast. There is tonnes of info in there. Enjoy!

https://www.youtube.com/watch?v=34G6moZ1BBg
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Showing 1-15 of 37 comments
Very nice.

It really has to be 6 days away tho :spazterror:
Last edited by Hand's Hermit Permit; May 12, 2016 @ 4:32pm
Kara May 12, 2016 @ 4:43pm 
It's been a very long wait, but I'm really looking forward to the game. :)
Dohi64 May 12, 2016 @ 5:03pm 
I was about to check out some of the videos you linked in another thread, but decided to go for this one and it was excellent, the 50 minutes really flew by. strangely, I'm still not sure if it's gonna be the game for me, but I'll keep an eye on it.
LegendaryKira May 12, 2016 @ 5:05pm 
colour scheme seems off. the gameplay is very colourfull but the ui is very.. grey. any chance of change for that coming?
Loomi May 12, 2016 @ 5:06pm 
Great stuff, I'm gonna be playing this for so many hours.
Not sure if I'll be able to sleep for the next 7 days.
Eliot_Thib May 12, 2016 @ 8:03pm 
The gameplay and inner workings look amazing. I'd like to throw one gripe out though. While the ability to swap parts around on the fly is really cool, jeez the ship is ugly. Will it always look like a deformed snake with ugly legs? Does it ever look like an actual space ship of any kind? It's uuuuugggleee! I would happily pay another $5-$10 for a skin of some sort.... Any sort... :o)
static May 12, 2016 @ 9:42pm 
This video is a damn good time, great job Richard! Very entertaining and informative... this is edutainment at its finest.
AlmaShade May 12, 2016 @ 10:23pm 
Originally posted by Eliot_Thib:
The gameplay and inner workings look amazing. I'd like to throw one gripe out though. While the ability to swap parts around on the fly is really cool, jeez the ship is ugly. Will it always look like a deformed snake with ugly legs? Does it ever look like an actual space ship of any kind? It's uuuuugggleee! I would happily pay another $5-$10 for a skin of some sort.... Any sort... :o)

I don't think it's something that can really be avoided. Granted, you can potentially make a ship that looks nice and symetric but aesthetics doesn't win battles.

It's just kind of the price we pay for a modular mothership.
WarzoneNinja May 12, 2016 @ 11:44pm 
the famous saying from Fry... SHUT UP AND TAKE MY MONEY! what every game designer loves to hear.... :D
Mada May 13, 2016 @ 1:45am 
6 days and 9 hours left, can wait until then
Carnwulf May 13, 2016 @ 3:06am 
Ouch... That Galaxy did look really lost in the end. I will keep the Zombie-Thread low in my games.

The Gameplay looks great! However that synthvoices... well not to my taste.
WWDragon May 13, 2016 @ 8:54am 
Most of it looked good.
One thing sucks in that video... running your weapons of batteries that you have to reload! :-(
Partial dependancy on disposable ammo in any game is annoying; full dependancy on disposable ammo is horrible! :-(

You should have a dedicated reactor that you have output and max capacitance like the previous game.
They were powerful enough to run all your systems... depending on it's tech level and skills.

Please tell me it's not a manditory part of the game!
Blorf  [developer] May 13, 2016 @ 9:02am 
The reactor still fills the capacitor, but they capacitor does not recharge it all the time, only when reloading. You do still manage your reload speed and capacitor size through ship upgrades and perks, but the system itself needs to be there and I will explain why a little bit.

We actually had it working the way you suggested for 3 years and the combat was always either turned up to 11 when your ship was over powered or you would always be bleeding out those last few shots slowly when underpowered. Either too much or too little reactor, and no real strategy to be had there since it is always best to pork out as much firepower as you can. We needed strategy, tactics, and time to think. The reload creates an important lull in the combat where you can take advantage of an enemy or have to take cover yourself. It is actually fundamental to the fun of the combat. The minute we made the change the combat became incredible and nuanced instead of hold down the left mouse button and wait for the enemy ship to pop. Once you get a larger ship, some duels may take ten minutes to resolve with planning and striking when the enemy is reloading and weak. It worked out really well.
WWDragon May 13, 2016 @ 9:27am 
Originally posted by blorf:
The reactor still fills the capacitor, but they capacitor does not recharge it all the time, only when reloading. You do still manage your reload speed and capacitor size through ship upgrades and perks, but the system itself needs to be there and I will explain why a little bit.
Looking forward to hearing this.

If you made the battery thing a completely optional on top of the regular recharge thing and earlier reactors were simply weaker... just like they are in SPAZ 1, that'd be fine and realistic.
What you describe there is a complete dependancing on this nonsensical realoading. :-(


I'm planning to play this top down and in the same way as the first one; you know, how you just had to pick targets and ship position, with the view way up in the sky.
In that, you I just sat there and watched while my ships killed stuff and it was fun!
I hope you aren't trying to force a different style of gameplay, cause I dislike fps style of play and have no desire to play it the way the video shows.
Last edited by WWDragon; May 13, 2016 @ 9:35am
Microsoft Word May 13, 2016 @ 11:19am 
i have a feeling with all the bits of infos around, there is so much to know but so little instructions really. It would be nice to have a comprehensive manual, that doesnt need to explain totally everything but at least offers some insights into the elementary aspects of the game.

E.g.
ressources and what are they good for, trade off between goons and rez, etc..
the buy screen with all the icons and values, looking at the lets plays, thats quite confusing
other captain relations (how do bounties work, how to engage in trade, how to bribe etc..)
the faction mechanics. how will i perceived by others than my own faction (do's & dont's etc..)
pros/cons of having your own faction
relations in general with captains/factions/leaders, everybody.. (does it hurt relations if i exploit other factions ressource nodes?)
how does the economy work (taxes, trade lines, markups)
weapons (their look, their dmg (hull,armor, shield), how to balance the tools for maximum dmg)

and perhaps more than that :)
hope something like that is in the works
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