• Your visions and Ideas for the ultimate zombie survival game
    112 replies, posted
My dream for what I always wanted zombie games to be should be here around [SUB][SUP]march.. [/SUP][/SUB]I mean may. [video=youtube;kbLOokeC3VU]http://www.youtube.com/watch?v=kbLOokeC3VU[/video]
[QUOTE=Duodecillian;39119681]My dream for what I always wanted zombie games to be should be here around march [video=youtube;kbLOokeC3VU]http://www.youtube.com/watch?v=kbLOokeC3VU[/video][/QUOTE] You mean May 7th
Gib system
I just thought of something that would make this pretty unique. Have Single Player (and if you want, co-op MP) but in SP at the very beginning you get bitten and infected, throughout the game you're trying to fight to not become a zombie. Your character's body then becomes very strained through the game, its immune system working overtime to get rid of the 'zombie virus', but losing, and certain things start happening, like you walking a bit slower, or having slightly blurred vision round the edges that gets worse as the game progresses, or not being as accurate when shooting. Then maybe 1/2 to 3/4ths of the way through the game, get cured somehow (or you could do a nasty twist where your main character dies at the end- but that might not be good to do..). I've yet to see a game where the main character is 'infected' by a zombie and has to fight it, and I think it would be a very unique and cool gameplay element to add.
[QUOTE=Fat-Corgi-Guy;39129788]I just thought of something that would make this pretty unique. Have Single Player (and if you want, co-op MP) but in SP at the very beginning you get bitten and infected, throughout the game you're trying to fight to not become a zombie. Your character's body then becomes very strained through the game, its immune system working overtime to get rid of the 'zombie virus', but losing, and certain things start happening, like you walking a bit slower, or having slightly blurred vision round the edges that gets worse as the game progresses, or not being as accurate when shooting. Then maybe 1/2 to 3/4ths of the way through the game, get cured somehow (or you could do a nasty twist where your main character dies at the end- but that might not be good to do..). I've yet to see a game where the main character is 'infected' by a zombie and has to fight it, and I think it would be a very unique and cool gameplay element to add.[/QUOTE] That would be very boring and too much dramatic IMO. Maybe there could be some serums and they would revert the infection a little for some minutes until you find the cure. And if you don't use serums often enough the infection would grow faster and kill you.
[B]1.[/B] Slouchy/slow zombies, not rage-virus Speedy Gonzombies [B]2.[/B] Make the environment and zombies more threatening than other players, and incentive for teaming up so I can actually have reason to trust others other than naivety [B]3.[/B] Give me basic survival tools (flashlight, blunt object, refillable canteen, etc. whatever) when I spawn [B]4.[/B] Put spawn points in places that make sense (buildings, fortresses) rather than in the middle of the goddamn forest at night with no light source [B]5.[/B] Zombie AI that will attempt to surround and/or cutoff players, not just run at you in a straight line and clip through each other [B]6.[/B] Working doors, ladders, and barriers. By which I mean that you can close a door behind you and zombies chasing you have to bash it open, or a barrier that you can jump over with ease but the zombies must awkwardly climb over it. A zombie shouldn't be able to climb a ladder, but the ladder would probably the be the only way back down without breaking your legs, so they can be means of escape or deathtraps [B]7.[/B] Have many consumables with varying positive and negative attributes. You can have "small food/large food", but give me specialty items. Energy drinks that let you run longer but dehydrate you slightly, protein gels that benefit melee attacks but reduce the effectiveness of other consumables due to its horrid taste, dirty water that quenches thirst well but can make you sick, etc. [B]8.[/B] A map you can set waypoints on, and a compass that will allow you to navigate without having to open your map all the time [B]9.[/B] A scoreboard of sorts where you can see the basic status of other players, like health, zombie/player kills, what have you [B]10.[/B] A bleed-out kind of thing. If you lose all your health, you'll collapse and have a minute or so before you die for good. You can slowly get back up on your own or slightly faster with the help of other players. Something like Left 4 Dead, I suppose, but you can only go down once before you're dead for good, and if more than 3 or 4 zombies are around the chance of getting back up and escaping are naught. These aren't in any order of importance, and they don't all need to be done. [sp]I can't think of any more yet, and these are dumb enough as it is[/sp]
one thing I've always wanted is a very dynamic one were you can make any weapon you want. Also lively environments, maybe even some real world ones.
Well my crazy idea was an onslaught like game , round based of course, with more and harder enemies appearing each wave. What's the catch? The first 30 cubic metres can be built upon using some in-game trader. Build yourself a fortress using money collected by killing zombies, try and survive in it, and upgrade your weaponry and strength of the fortifications.
[QUOTE=Instant Mix;39143878]Well my crazy idea was an onslaught like game , round based of course, with more and harder enemies appearing each wave. What's the catch? The first 30 cubic metres can be built upon using some in-game trader. Build yourself a fortress using money collected by killing zombies, try and survive in it, and upgrade your weaponry and strength of the fortifications.[/QUOTE] Sounds a lot like [I]Orcs Must Die![/I].
[QUOTE=Fat-Corgi-Guy;39129788]I've yet to see a game where the main character is 'infected' by a zombie and has to fight it, and I think it would be a very unique and cool gameplay element to add.[/QUOTE] [sp]The Walking Dead[/sp] sort of did that, just not in the same genre as this.
No infected, zombies come from a graveyard. Two types of zombies for now. Undead and Bitten (more information soon).
dont listen to these fags fart cops was groundbreaking, you have vision
One idea I've had recently for a zombie survival type game was a "tower defense"-esque sort of gameplay, mixed with a bit of Killing Floor and Left4Dead. You have waves of undead and other freaks coming at you, and your party has to defend for a certain amount of time, or against a certain number of enemies (much like Killing Floor). In between waves, you have a brief period to breathe and collect supplies from the local environment. Depending on the server, there may a trader of sorts enabled to sell you weapons and ammo, or you may have to scrounge and simply use whatever weapons you can find. In addition, if you want to have any hope of surviving, you need to set up defenses for your base. Weld doors, board up windows, set up mounted machine guns if possible. There could also be a variety of special infected, like the hunter in Left4Dead, and boss infected, like the Patriarch in Killing Floor. In terms of pacing, things would naturally start off slow, giving the players time to get adapted to their environment, and get their basic gear and whatnot in order. Eventually, the game would get more hectic as you and your team defeat more waves. There would also be mutators, and ways to change how the game is played, such as melee weapons only, or no certain enemy types allowed. As you can tell, I make a great ideas guy. :v:
Maybe some kind of infected wound thing. When you get bitten on the arm you see the wound like in farcry 2 and need to apply anti-biotics to it to prevent becoming fully infected but to remove the infection entirely requires expensive and rare meds. Be a decision between buying new meds or buying more bullets. Maybe realisitic bullet count with mag loading. Prehaps have each mag as an array of integers then on fire find the integer for the next bullet and adapt its damage accordingly. Dont focus too much on pvp otherwise it will just turn into dayz (death match with occasional accidental death) give people a reason to help each other.
I Think we need to move away from zombie apocalypses and focus on a far more likely and much more interesting threat: a demon apocalypse. With zombie people possessed by spells rather than aflicted with a disease and then to add variety provide the player with an array of possessed people , insane bandits, powerful demons in human form (with magic) and then shitloads of variety in the rare demons who have their own form. whilst humanity is held up in castle villages that are rightly paranoid and fear infiltration. (this is still in a modern setting, though it would work otherwise) But since you want Zombies.. i am going to say.. Rather than make the player kill zombies. Make the player run away from zombies. Run through hordes of zombies on the street like a game of family tag. To hide from zombies. Zombie animals. Perhaps altering their behaviour in day/night. At one time they are shambles. at another they sprint.
My vision? DayZ when it's finished.
[QUOTE=The Jack;39155661]demon apocalypse[/QUOTE] Agreed! Have bodygrounds randomised on your basic demons so they all look different, add in random animations and they'd look awesome. Itd be like the american dad episode with the post rapture earth. So awesome
Left 4 Dead MMO (emphasis on survival and not pvp), played on one massive server with a map the size of Earth. Destructible buildings, ability to construct buildings etc etc. Completely impossible from a technical standpoint, but hey a man can dream.
sorry to burst you guys' bubbles but I don't know if this is legitimate or not, he's acting pretty flaky If it's for real, sorry for doubting you. but when you go "its on source wait its on grit engine.. actualy it is on source and cry engine 3 no grit engin" I have a hard time believing ya.
[QUOTE=endorphinsam;39159632]sorry to burst you guys' bubbles but I don't know if this is legitimate or not, he's acting pretty flaky If it's for real, sorry for doubting you. but when you go "its on source wait its on grit engine.. actualy it is on source and cry engine 3 no grit engin" I have a hard time believing ya.[/QUOTE] I think most people are just using this as an outlet for their ideas instead of really hoping.
[QUOTE=endorphinsam;39159632]sorry to burst you guys' bubbles but I don't know if this is legitimate or not, he's acting pretty flaky If it's for real, sorry for doubting you. but when you go "its on source wait its on grit engine.. actualy it is on source and cry engine 3 no grit engin" I have a hard time believing ya.[/QUOTE] I am playing around with the existing AI on the source engine and cryengine 3, grit engine is not something i want to touch because i need to write AI from scratch.
[QUOTE=antiChrist;39165845]I am playing around with the existing AI on the source engine and cryengine 3, grit engine is not something i want to touch because i need to write AI from scratch.[/QUOTE] i could possibly help out with maps if you end up on source or cry if theres content [sp]remember when i was shit at mapping?? tabtoxin: lol u still r hahaha so clevr[/sp]
it would be a bad idea to make it with the source engine. It's getting old and won't suit an open world game at all.
[QUOTE=KlaseR;39167802]it would be a bad idea to make it with the source engine. It's getting old and won't suit an open world game at all.[/QUOTE] It was never really designed for open world gameplay to start with. If I remember right, the big problem with map limitations on the Source engine was due to it using the BSP format.
Just a quick poll Infection Zombie apocalypse +possibly with the addition of bandit type groups = disagree Possessed Vodoo Zombie Apocalypse + the occasional madman, Possessed madman and then the even rarer fubar true-form demon shit. = Agree I just think magic zombies would be much more original in a modern setting. Plus you could add some totaly balistic foshizzle when it comes to enemy and even character variety and just shrug and say 'magic'. whereas you can do much less with enemy variety when it comes to infections and even less when it comes to the player.
[QUOTE=GameDev;39166612][sp]remember when i was shit at mapping?? tabtoxin: lol u still r hahaha so clevr[/sp][/QUOTE] damn it [editline]10th January 2013[/editline] i guess i'll have to resort to the three holes joke
[QUOTE=Aurora93;39171812]damn it [editline]10th January 2013[/editline] i guess i'll have to resort to the three holes joke[/QUOTE] hot
Intelligent behaviour and placement of zombies. A variety of different zombie types but none massively stronger than others. Emphasis on supply/ammo scarcity. Persistent areas - I don't want to clear an area or building out and come back 20 minutes later to find it populated again. A good inventory system, preferably with simulated weight AND space capacity, rather than one or the other. Engine permitting, I'd love to see something like Receiver's weapon simulation in a zombie survival game. Rather than just pressing "R" to reload a weapon, you have to use several different controls in sequence where appropriate. It becomes an easy process after a few goes, but it's still easy to fuck up. It would enhance the immersion by having you, the player, learn how to operate a weapon proficiently, rather than having a player character who can perform perfect reloads every time. It's also influenced by the player's state rather than the character, IE if you're bricking it because you're getting mobbed you're gonna be more likely to fuck the process. A complex weapon degradation system might go nice too. Its initial condition would be determined by where it was found. Is it on a dead guy who's fired a thousand rounds through it, or is it in a gun shop nice and new? Malfunctions would be determined by the weapon's condition and the environment, maybe even the condition of the ammo and magazines where applicable. Have it as an option, either server or clientside depending on MP/SP. That said, it'd probably take a lot of work if the game's to implement many weapons. Load-bearing equipment like vests, rucksacks, belts etc and an inventory system that incorporates and accommodates them Weapons readily available in the environment, like Condemned. I should be able to rip a chair leg off and bash a zombie back to death with it. Such weapons would degrade fast as fuck though. The ability to barricade doors and windows, either by manually stacking shit, or nailing crap to the aperture. A melee combat system somewhat like AvP3's, where the zombie can turn your attack against you and the other way around. I have an idea of what it'd be like in my head but I can't be arsed articulating it right now If it's gonna be open-world MP then local voice is a fucking must. No side-chat like ArmA2/DayZ, just positional 3d voice chat. If it were possible, something like ArmA2's ACRE would be awesome, IE radio simulation. Complex stamina, medical and needs system Weapon and Vehicle customisation. Components could be added to a weapon or vehicle as if they were props in gmod. Additional weight to firearms would decrease aim stability. Additional weight to melee weapons would increase swing time, hitting force and stamina use. And additional weight to vehicles would reduce maneuverability and speed. The Inventory system's weight and space shit should also apply to vehicles. Fuck knows what else I can think of, probably a lot more
Odessa
[QUOTE=Morbo!!!;39178791]Intelligent behaviour and placement of zombies. A variety of different zombie types but none massively stronger than others. Emphasis on supply/ammo scarcity. Persistent areas - I don't want to clear an area or building out and come back 20 minutes later to find it populated again. A good inventory system, preferably with simulated weight AND space capacity, rather than one or the other. Engine permitting, I'd love to see something like Receiver's weapon simulation in a zombie survival game. Rather than just pressing "R" to reload a weapon, you have to use several different controls in sequence where appropriate. It becomes an easy process after a few goes, but it's still easy to fuck up. It would enhance the immersion by having you, the player, learn how to operate a weapon proficiently, rather than having a player character who can perform perfect reloads every time. It's also influenced by the player's state rather than the character, IE if you're bricking it because you're getting mobbed you're gonna be more likely to fuck the process. A complex weapon degradation system might go nice too. Its initial condition would be determined by where it was found. Is it on a dead guy who's fired a thousand rounds through it, or is it in a gun shop nice and new? Malfunctions would be determined by the weapon's condition and the environment, maybe even the condition of the ammo and magazines where applicable. Have it as an option, either server or clientside depending on MP/SP. That said, it'd probably take a lot of work if the game's to implement many weapons. Load-bearing equipment like vests, rucksacks, belts etc and an inventory system that incorporates and accommodates them Weapons readily available in the environment, like Condemned. I should be able to rip a chair leg off and bash a zombie back to death with it. Such weapons would degrade fast as fuck though. The ability to barricade doors and windows, either by manually stacking shit, or nailing crap to the aperture. A melee combat system somewhat like AvP3's, where the zombie can turn your attack against you and the other way around. I have an idea of what it'd be like in my head but I can't be arsed articulating it right now If it's gonna be open-world MP then local voice is a fucking must. No side-chat like ArmA2/DayZ, just positional 3d voice chat. If it were possible, something like ArmA2's ACRE would be awesome, IE radio simulation. Complex stamina, medical and needs system Weapon and Vehicle customisation. Components could be added to a weapon or vehicle as if they were props in gmod. Additional weight to firearms would decrease aim stability. Additional weight to melee weapons would increase swing time, hitting force and stamina use. And additional weight to vehicles would reduce maneuverability and speed. The Inventory system's weight and space shit should also apply to vehicles. Fuck knows what else I can think of, probably a lot more[/QUOTE] Find me a competent artist and I'll make this.
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