Sandbox Mode: Difference between revisions

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Sandbox mode is a campaign that can be selected from the main menu. The player can choose from a selection of heads and skin tones, and a list of [[professions]] and [[traits]]. Negative [[traits]] give positive points while positive [[traits]] spend these points, so you must take negatives to obtain positives. After character creation is completed the player spawns in a randomly selected location in a building on the map. Currently, there are no quests in Sandbox Mode, but there are NPCs that randomly run around and fight zomboids.
Sandbox mode is a campaign that can be selected from the main menu.
==Customization==
The player can choose from a selection of heads and skin tones, and a list of [[professions]] and [[traits]]. Negative [[traits]] give positive points while positive [[traits]] spend these points, so you must take negatives to obtain positives.  
 
==Differences==
In sandbox mode, the player starts out in a random structure in the Suburbs, Downtown district, or one of the villas. The player is not given any items, and zombie spawn is immediate, unlike Story Mode. It is up to the player to find a base, weapon, tools, food, water in time. Whereas in Story mode, there are quests and events that give the player supplies. In sandbox mode, many of the scripted events are taken away (ex. The raider coming into the tutorial house, or the aggressive guy in the supermarket), and most of the hint buttons (in the tutorial house) are taken away, although some still remain due to a bug.
==Events==
In sandbox mode, the game world slowly changes. In days 1-4 after player spawn, the zombie numbers slowly grow, until it's peak in day 5. In about 5 days after the character spawns, the water works fails, and the player has to rely on the water that he salvaged. In about 15 days, the power plant fails. When the power plant fails, food that needs to be cooked cannot be cooked, and refrigerators no longer deter the rotting of perishable foods. The greatest change is in about 30 days after player spawn, the horde will LOOK for the player. To be specific, the horde will migrate around the map, until it finds the player. This will make going outside more dangerous for the player. But by this time, the player should have gathered adequate supplies and make complex fortresses.

Revision as of 09:18, 6 May 2012

Sandbox mode is a campaign that can be selected from the main menu.

Customization

The player can choose from a selection of heads and skin tones, and a list of professions and traits. Negative traits give positive points while positive traits spend these points, so you must take negatives to obtain positives.

Differences

In sandbox mode, the player starts out in a random structure in the Suburbs, Downtown district, or one of the villas. The player is not given any items, and zombie spawn is immediate, unlike Story Mode. It is up to the player to find a base, weapon, tools, food, water in time. Whereas in Story mode, there are quests and events that give the player supplies. In sandbox mode, many of the scripted events are taken away (ex. The raider coming into the tutorial house, or the aggressive guy in the supermarket), and most of the hint buttons (in the tutorial house) are taken away, although some still remain due to a bug.

Events

In sandbox mode, the game world slowly changes. In days 1-4 after player spawn, the zombie numbers slowly grow, until it's peak in day 5. In about 5 days after the character spawns, the water works fails, and the player has to rely on the water that he salvaged. In about 15 days, the power plant fails. When the power plant fails, food that needs to be cooked cannot be cooked, and refrigerators no longer deter the rotting of perishable foods. The greatest change is in about 30 days after player spawn, the horde will LOOK for the player. To be specific, the horde will migrate around the map, until it finds the player. This will make going outside more dangerous for the player. But by this time, the player should have gathered adequate supplies and make complex fortresses.