SurrounDead cover
SurrounDead screenshot
Genre: Shooter, Adventure, Indie

SurrounDead

Patch 1.0.5b - Foundation - Improvements to Night life

CHANGES:
* Improvements to night vision
* Improvements to flashlights

BUG FIXES:
* Collision of building in New Richland

Patch 1.0.5 - Foundation - Bug Fixing

CONTENT:
* Cooking & crafting bench added at The Valley Safe Zone

CHANGES:
* Adjustments to audio to make the game hopefully louder
* Setting to enable/disable XP pop up UI
* Flashlight slightly better centred
* Increased stamina drain on rolls
* Changed sky light mode and changed night settings, this should improve visibility at night but still keep it challenging
* Time to break open an axe container reduced to 10 seconds
* Sound when player is rolling
* AI respawn after death increased to 20 minutes (5 minutes for the body to despawn and 15 minutes for respawn), this is doubled for zombies bosses and 25 minutes for animals
* Soup now quenches thirst as well
* Option to separately hide crosshair while not hiding the whole UI
* Aiming while sprinting will now cancel sprint and aim the weapon (firearm or melee)
* 'Longdown Safe Zone' renamed to 'The Valley Safe Zone'
* Improved airdrops, physics are enabled so if they hit a tree, they'll fall down to the ground

BUG FIXES:
* Improvements to sidewalk collision
* Holding Ctrl when in inventory will no longer crouch the player (This will help with transferring items)
* Fix for sometimes weather and time of day not being the same on spawn after saving
* Sirens now save the time before the next time they alarm meaning when you load back into a game and there was still 5 minutes before another alarm, you'll only have to wait that 5 minutes
* Extra check added so that GPS doesn't randomly turn to a white screen on load in
* Aiming animation fix when another animation may be playing
* Improved a few spawners for AI in different locations so bad spawning will hopefully happen less frequently
* Fixed inventory items getting squashed when dragging from a backpack/container to an equipment slot
* Possible fix for tool required containers that would create 2 inventories
* Collision of AutoRepair Building

Patch 1.0.4 - Foundation - Vehicle Playground added!

CONTENT:
* Vehicle playground, help test vehicles in their current state without causing issues with the base game

CHANGES:
* Increased animation speed at which axe, sledgehammer and baseball bat attacks play
* Improvements to entering area UI and name changes for some areas
* Slight decrease in range zombies can attack the player
* Military respirator now protects to 99% of radiation
* Hazmat respirator now protects to 95% of radiation
* Filter mask now protects to 85% of radiation

BUG FIXES:
* Fix for a special type of zombie you're not allowed to get close to
* Fix for tents deleting items on relog
* Fix for damage numbers not getting disabled

SurrounDead Release & The Future

With SurrounDead releasing today I thought it would be good to go over the vision I have for the game. From near future, to far future and ideas I have that aren't set in stone.

As well, Discord: https://discord.gg/FYhmFTdwhN

Near Future



Vehicles
I've been making good progress with a complete rework to how vehicles worked previously. While before you couldn't open your inventory, map, etc when in a vehicle, everything you can do when on foot you can expect to do in a vehicle (with limits). Implemented at the moment is; a fuel system with custom amounts for each vehicle, a repair system, a refuelling system, kill enemies by hitting them with your vehicle and all the standard vehicle stuff (eg. get in vehicle, get out, etc). Further work still needs to be completed on; a damage/health system, AI reaction to the vehicle and vehicle sound.





Quests
I will be adding a quest system where you'll be able to interact with characters over the map and be able to help them out, their community or help random survivors. As well, this will tie into the narrative and give you more lore of what happened in this world and how it became how it is now.

Skill/Level System
With a levelling system already implemented, I will be expanding this system with skills. Each time you level up skill points will be given which will allow you to improve your stamina, health, hunger, thirst, improved parkour and the list goes on. I want to make this system fun and rewarding with the ability to customise your player. Something I'm unsure about is whether this system should be linked to the quests system, eg. to do some certain quests you would have to be a certain level (I'd love to hear feedback on this).

Map System
While the current 'Longdown Valley' map is being worked on, smaller areas outside of the current map will be made available via certain locations on the map. These locations could go from a small caravan site, to a forest, a beach or an enclosed city. This system can really expand the narrative of the game and just generally be more fun.



Miscellaneous
Other features I'll be working on range from actual animations that play when you fire a weapon, to continuing with level design of the map, improving current locations, fixing issues and adding steam achievements. Furthermore, bigger additions will be AI bandits that roam the map and wandering traders.

Far Future



Farming
Tired of living off loot you find in the world, why not go into the forest and start your own farm. Simply put, you'll be able to place dirt patches down that you can then put seeds in, overtime it'll slowly grow. Who knows in the future this could even go to animals, but I doubt that at the moment.

Fishing
Find a fishing rod and go to either the sea or a small lake/river and you'll be able to cast to the rod and wait for fish to grab onto that bait. I would want to keep this system quite simple and it would likely be a luck system for catching certain fish.

Clothing System
I'm using Synty Studios assets for the models of character to buildings, Something they're working on is a customisable character mesh system (Timeframe for this depends on when they release these assets). This allows me to implement different types of clothing and so while you could start with a police uniform you could end up getting a full military outfit and body armour. The choice would be yours!

AI Bandit Camps
Discover inhabited camps around the map/s. Bandits will be roaming these encampments and will shoot on site, get some good loot from them and help people out by getting rid of them.

Multiplayer
Multiplayer is a question I expect I'm gonna be asked a lot, while there is no multiplayer yet, I definitely plan it. My plan for adding this will be start with a separate roguelike mode where you and friends can take down hordes of zombies and traverse a custom map, unlocking locations and weapons. Once this part of the system is in a good state, tests will be set up so that multiplayer can be implemented into the main game. While I want multiplayer to be more like Valheim or State of Decay 2, I will not stop players from being able to attack each other in their worlds.

Miscellaneous
Improvements to the boss zombie AI, at the moment all they have is a melee attack, I want to give them a ranged attack to make them more deadly against the player. A temperature system, however this will only be implemented once the clothing system is and item rarities.

Conclusion
While some of these features may never see the light of day, I'd as well like to hear what you think should be added, changed or even removed.
There is as well a Trello page, available here: https://trello.com/b/RiofWR3h/surroundead-trello

Thank you and I hope you enjoy the game!