Your visions and Ideas for the ultimate zombie survival game
112 replies, posted
[QUOTE=laylay;39180084]Find me a competent artist and I'll make this.[/QUOTE]
i think antichrist started something up last night, not sure
To be honest, I want something like Zombie Panic! Source except more polished. I enjoy short zombie scenarios like trying to escape an area and calling for help. Not a big fan of hardcore survival.
[QUOTE=ashxu;39191672]To be honest, I want something like Zombie Panic! Source except more polished. I enjoy short zombie scenarios like trying to escape an area and calling for help. Not a big fan of hardcore survival.[/QUOTE]
I enjoy realism in certain areas and to certain extents.
Breaking my legs and catching the flu exceed those extents.
I would enjoy a game that is something like a mix of Pandemic and Jaws and Black and White as well as spore.
It would start with you infecting things as a bacteria, then you can start controlling larger and larger creatures. It is a huge open world map where you can control everything from cockroaches to birds to rats to humans to elephants with your virus. Though you have to play it smart so you don't just get quarantined and fucked up
option to commit suicide
Something like Dayz I guess, not much hud, massive open world. Giant massive zombie herds like The Walking Dead to give you that oh shit im fucked feeling, maybe hide under cars and trucks too.
[QUOTE=Zenreon117;39197712]I would enjoy a game that is something like a mix of Pandemic and Jaws and Black and White as well as spore.
It would start with you infecting things as a bacteria, then you can start controlling larger and larger creatures. It is a huge open world map where you can control everything from cockroaches to birds to rats to humans to elephants with your virus. Though you have to play it smart so you don't just get quarantined and fucked up[/QUOTE]
This idea seems interesting, but how does a bacteria turn into a virus.
[QUOTE=Zenreon117;39197712]It would start with you infecting things as a bacteria[/QUOTE]
[QUOTE=Zenreon117;39197712]your virus.[/QUOTE]
[QUOTE=JMJqueseyo;39221855]This idea seems interesting, but how does a bacteria turn into a virus.[/QUOTE]
Phage? Viruses that infect bacteria
[QUOTE]Your visions and Ideas for the ultimate zombie survival game[/QUOTE]
Left 4 Dead 1 with an insane difficulty curve and much much much larger maps - multiple paths, more grit, more atmosphere. Even more massive hordes and less ammo, plus the ability to temporarily take up shelter in random structures. That's my personal perfect zombie apocalypse game...
Actually that's not a very good explanation of what I'd want but you get the picture. Left 4 Dead 1 oozed apocalyptic atmosphere, and I think it offers a brilliant base to expand upon thematically.
Personally, I'm thinking open world survival horror, being able to craft things, characters with specialised skillsets, the ability to learn new abilities and recipes, elements of construction that allow you to make shelters and safehouses, and above ALL ELSE, most important of all, making the "zombies" a lot more interesting.
Perhaps make them dinosaurs, or berserk robots, or alien warbands, or eldritch horrors from beyond the veils of time and space; an enemy that is deeply-interesting yet terrifying enough for one to dread a close encounter with. Because to be honest, the generic cookie-cutter kind of zombie shambler just isn't all that interesting an enemy; sprinting rabid Infected are slightly more interesting, I think we can all say that 28 Days Later was a welcome change from the traditional Night of the Living Dead kind of zombie flick, but they're still not as interesting as some other potential monstrous enemies that could bring down mankind. Hiding out in the slums of Sao Paolo as packs of Jurassic Park-style raptors stalk the streets is a fair bit tenser than zombies banging on your door; trying to escape a hostile unfriendly AI could be more exhilirating than outwalking a wall of shambling brain-eaters; trying to flummox a squad of Muton stormtroopers would be more of a challenge than outwitting some rot-brained revenants; and as for eldritch horrors, well they would probably be far more horrifying than a slightly-warped human who's regressed to an animalistic state.
Swamp gas weapons n' sheet
[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]
Zombies who are capable of dodging
First person grappling and knockdowns
Weapon customisation could be done with some sort of picatinny rail system where applicable, so rather than having to code each weapon with individual modifications, each attachment has the same effect on any weapon when it's applied.
3d Scopes - Either like Project Reality's system, or something like True Combat: Elite. PR's system is where the entire view is zoomed in to the level of the scope. You still have some peripheral vision around the scope but it's all blurred. TCE's system is where the peripheral view is unzoomed and the scope its self is zoomed. No zoom for sights that wouldn't be IRL.
A somewhat more complex aiming system. A cross between Receiver's weapon handling, and Resistance n Liberation's sight system - There would be three states - Weapon lowered, loose sights and sharp aim. In loose sights view, the front and rear sights aren't always aligned. Firing at this point would send the bullet slightly astray but it'd still be possible to make a judgement as to where it'd go. In sharp aim, the sights are properly aligned so it'd be like a traditional fps. Rather than having a hipfire stance, which is entirely unrealistic imo, loose sights wouldn't affect movement speed but rather the quality of aim is changed by movement. This brings me on to another idea; I'm thinking some sort of "arm stamina" system could be implemented too. The longer you're in either aiming mode, the more tired your arms get. This would show its self in degraded aim stability, and each shot would contribute. Returning to the weapon lowered stance would give your arms chance to rest.
To summarise:
Weapon lowered: Shot's gonna hit the ground
Loose Aim: Good for close quarters, high movement speed but inaccurate at long range. Lower effect on stamina
Sharp Aim: For long distances. Higher effect on stamina
In terms of Melee weapons, this would be similar. There'd be two states - Weapon lowered and weapon raised, the latter consuming stamina. Each swing/stab/slash or successful block would consume stamina and lead to a possibly weaker attack next time until the player's rested.
If this game gets made and there's PvP involved, there should be leaning and the 3 general stances, IE Standing, Crouched, Prone. A suppression system might also be a good addition
Oh yeah, each stance would have a different effect on arm and leg stamina, and aim stability - Standing would use the median rate of leg energy and highest arm; Crouching would deplete leg stamina faster but less arm stamina and prone would use the least of both.
Well a few ideas I had was manual loading bullets into magazines one by one along with most of the realistic weapon handling ideas already mentioned. Very realistic stuff, It would be multiplayer/ singleplayer openworld, and possibly a difficulty system in singleplayer only. The difficulties would be what the starting point of the game would be in. For example, the easy difficulty might be a redneck guy with a bunch of weapons/ reloading presses with a stockpile of food, to a medium difficulty such as an off duty cop, to lets say a homeless man or not well off with very little of food, let alone any weapons(besides a melee weapon).
Finding survivors to help you out, and protect yourself against raiders/ others out to kill you for your supplies.
[QUOTE=Morbo!!!;39250717]Zombies who are capable of dodging[/QUOTE]
They wouldn't really be zombies, then.
How about an open world survival game that's based on half-life.
It'd be like a zombie survival game, just with more variety.
[QUOTE=Morbo!!!;39178791]Textwall[/QUOTE]
Honestly though none of this sounds very exciting. Don't we have enough realistic open world zombie games? Whatever happened to games like Timesplitters where you could run around dual wielding double barrel shotguns? I personally think a game on the realism scale you're suggesting would not do well. It'd turn from a game of survival to a game where you only focus on remembering the button combination for reloading.
Awful developers.
Also big trucks
Uh, manually refilling magazines is kind of too much.
Catacylsm, but in first person, HD graphics and multiplayer. And more items.
[QUOTE=cardboardtheory;39280943]Uh, manually refilling magazines is kind of too much.[/QUOTE]
I reckon fillling it in bullet by bullet is, but having bullets and then magazines in an inventory and just dragging the bullets over the magazines in the inventory would be good. So taht it isn't time-consuming but you still need to do it to prepare for a battle. Otherwise you will be shooting 1 bullet before reloading again.
-RPG Elements that make sense, for example, the more walking and running you do, the better your stamina becomes, the more heavy lifting, climbing etc you do the stronger you become, option to lift weights to improve this
-The rules of who becomes a zombie and how it happens changing every time. For example, sometimes it's caused by the bite, sometimes it's airborne, sometimes it's corpses being reanimated and sometimes it's just people getting a horrible disease. Makes it less predictable and simulates the sense of "I know about zombie fiction but I don't necessarily know what the rules will be for this circumstance" as it would be if a zombie infection actually occurred.
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