WIP my (rather ambitious) game

Hi all

I've Just started working on the concept and design of a game i Have Wanted to make since i first played resident evil back in the day on Playstation 1.

Now know what your thinking, oh god yet ANOTHER zombie game, they have been done to death etc etc nothing new can be done....However this zombie game IS different, it takes on the role of true survival with tactical based decisions, wave like secondary gameplay (think horde mode Gears of war/Zombies from cod blops) and adds strategy on top with influences like Plague Inc. this is not a zombie game, its a True survival game.

There IS a story, with multiple characters, multiple endings and your actions WILL affect what happens next and your actions WILL have consequences.

All the story has been already written out draft and is probably more extensive than it needs to be, the only teaser of the story i will ever post is this isn't a story about after a apocalypse style event happens, it starts just before it happens! be a hoarder, a bandit, a saint, lone wolf....however you choose to play is down to you.

Let me share my vision that my team of currently only 2 have just started.

you start off with a huge isometric view of a (ideally hand drawn but I could be swayed) city.

The outbreak/zombie apocalypse/end of the world is just starting to happen, the character you have chosen starts in their own home, to survive you need weapons, food, water, supplies, a way to escape.

Do you stay at home and scavenge what you can around you? or move for place to place, seeking help from neighbors or police?

the choices are down to you but i can promise things WILL go from bad to worse very quickly and you need to make judgement calls to stay alive, no hand holding, this will be a survivalists dream or nightmare

this isnt turn based, it the game will evolve and will counter everything you do dependent on your choices, it doesn't want you to live, i want to make a game that punishes mistakes, not because i am a jerk, just because if it were to happen for real, theres no second chances in life.

Hordes of zombies and bandits slowly and in increasing frequency hunt you down at points when you are at your weakest, the isometric view then switches to a 2D esq screen of what ever building / area you are in. this is where the hoard mode comes into play. you will have a very short time to search, scavenge the area you are in for fortifications, weapons, escape routes. For instances, in a abandoned neighbors house, bedroom doors can be taken and placed against windows to slow down the hoard/bandits to allow for more search time, tables, chairs and barricade a door or be used as makeshift defences once the hoard is in the building, giving defensive bonuses, or, you could use table as a weapon, breaking off the legs as makeshift bats. i really want people to think about what they would do given the situation (there's no unlimited ammo in the real world so i can promise it will be scarce in this game.

this is just the tip of the iceberg, I've started work on basic graphics etc to showcase my idea and ill hopefully have a shed ton by the end of the week (or quicker if i manage to find someone to help)

there's alot more i want to say about unique features that GS will allow me to implement but il keep those features to myself for the mean time

PS i will post screenshots, pictures artwork and the likes Here on this thread so not to make the forums untidy lol

Regards

Scott

Comments

  • UtopianGamesUtopianGames Member Posts: 5,692
    Sounds excellent keep us updated!

    Darren.
  • IRurGIRurG Member Posts: 9
    this is not an actual screenshot or even the style of what im going for but i want to give a sense of what i mean by scavenge and multiple choices in what you can use some if not most items in each area. this is just a quick mock up to give more info for now

    (IMG code doesnt work so as soon as i figure out how to get it to show i will)

    http://i42.tinypic.com/10mucue.png


    Kitchen Items:

    Searchable - Food, knives, drink, misc items

    craftable - makeshift weapons from utensils (i wont go deep into what i want out of that lol



    Bookcases, dressers cupboards:

    Searchable - Books (undesided about make shift torches, warmth as yet but a possibilty) items such as duct tape (who wouldnt use duct tape?) small food

    Craftable - make shift barricades pre invasions, defense blockades during invasion


    chairs and tables:

    Searchable - none off the top of my head

    Craftable - minor barricades pre invasion, makeshift weapons, firewood (if warmth included)


    beds and windows:

    searchable - secret stashs

    craftable - Make shift bandages from bedding and curtains



    anyway im currently working on a list of quite alot of items from various places, once I have done the majority of the items i want il be asking people from GS to suggest a few more elaborate craftable items :D thats when the real fun begins
  • quantumsheepquantumsheep Member Posts: 8,188
    Interesting idea and I wish you the best with it.

    Thing to consider with searchable objects is that you can do it really easily!

    Look at how bioshock does it, for example:

    image

    The items found are literally an image and its name.

    You could set up a searchable object with the tag 'searchable'. This way, when the player 'interacts' with it, it knows to look up a table and see what the player finds.

    You could have different tags too - e.g. 'Searchable tier 1', 'Searchable tier 2' depending on the quality of the items you want the player to find.

    Anyway, it look like you have your work cut-out for you, but would love to see the progress you make!

    Cheers,

    QS =D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • IRurGIRurG Member Posts: 9
    Interesting idea and I wish you the best with it.

    Thing to consider with searchable objects is that you can do it really easily!

    Look at how bioshock does it, for example

    The items found are literally an image and its name.

    You could set up a searchable object with the tag 'searchable'. This way, when the player 'interacts' with it, it knows to look up a table and see what the player finds.

    You could have different tags too - e.g. 'Searchable tier 1', 'Searchable tier 2' depending on the quality of the items you want the player to find.

    Anyway, it look like you have your work cut-out for you, but would love to see the progress you make!

    Cheers,

    QS =D


    Thats a very good idea QS, it would allow much easier way to do what i am planning

    Quick question (as im jumping into the deep end trying to learn as much as i can to get development rolling into putting at least an Alpha version for you good people to test)

    Anyway back to my question, would it be possible to make content specific triggers, for an example situation

    Im searching a house, i have 2 minutes to do what ever i want, so i decide to search through say the fridge, could for an idea have multiple choice on top of multiple choice?

    So say my first interactions would be

    Search
    Craft
    Move

    But upon clicking search a secondary option comes up

    Search -
    Search quietly (no time penalty)
    Search normally (increased speed and 50/50 chance for time penalty detection)
    Search fast (more valuable items but immediate detection)

    So instead of 2 minutes to scavenge, invasion starts there and then if search fast is selected, Is that possible to implement?

    I've been writing more and more adding even more intricate ideas to the project so im really tired lol, so i dont know if i put my question across at all right, if i made it long winded i apologise upfront

    Regards

    Scott

  • IRurGIRurG Member Posts: 9
    edited August 2013
    image

    Going for a interactive home screen/menu screen, trying to make the most of the items interactable...pretty much trying to keep in with the overall theme of my game

    Note this menu is being built with Unity for base design (as its easier for me to do mock ups)

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