ID:55651
 
So basically, I cannot be bothered to work on, or make any sort of large scale project. Anything that takes over a few weeks is too long for me and I end up losing interest in working on it!

So, I'm going to work on smaller games, nothing big or epic, just something that'd take a week or two to make from start to finish.

The first of these is a zombie SURVIVAL game, with emphasis on actual survival.

The game is going to be something you can just pick up and play, but at the same time, something you can play for a while. There will be no character progression of any sort in the game, other than people who are hording weapons/food/tools, everyone will be equal.
The only real differences between characters is that they are all randomly generated. Some are stronger, some better shots, some run faster and so on. These will not play a massive role in the game, but will make each person noticably different.

The game also puts a major focus on realism.
You tend to die very easily, if you get mauled by a zombie, a good chunk of your health will be missing, you will also end up bleeding, which if you do not fix will result in your death.
You also need food. You can last about 3 in game days without food before dying.

Day and night play a major role in the game (one hour is 1 minute). Without a source of light, at night time your vision is limited to not even being able to see your feet because it is so dark. You will need a source of light to move around at night time. Since there is no electricity in the world (since it has ended), battery powered flashlights and fire will be your main source of light.
However, travelling at night time with a bright light also makes it much easier for zombies to see you. They are too stupid to make use of light, but if they see a light they will wander too it.
On top of that, the game makes major use of sound. Everything you do will make a sound, sound will attract zombies. Things that make a lot of sound, like shooting a gun will attract zombies from all over the place, if you stay in one place shooting a gun for too long, you will soon be vastly out numbered and soon die.
On the upside, sound can be used to distract zombies. You can light a firework, run and then when it goes off, the sound will attract zombies too the firework, potentially making it safer for you to travel to another area.

There is a variety of weapons, tools and objects in the game.
Anything that is not glued to the floor can be used as a barricade (with varying hardnesses).
Most barricades can be broken to for make shift weapons (such as the leg off of a chair).

Pretty much anything that can be used in a semi-lethal way can be used as a melee weapon. Kitchen knives, frying pans, various DIY tools (hammers, crowbars, screndrivers, wrenches), you might also find the rare objects that would make a very good melee weapon such as a fire axe, or sledge hammer.
However, all melee weapons can, over time break. Makeshift weapons tend to break fairly quickly, breaking after taking down just a few zombies. Some weapons however can last you for a hell of a long time (crowbars are practically indestructable).
Melee weapons can also be used to destroy scenery, a crowbar can open a door quickly without breaking it down, a sledge hammer can quickly pulverize anything into bits and pieces and so on.

Guns are the second major type of weapon. They are relatively uncommon compared to melee weapons, but are usually more dangerous.
Guns are divided into pistols, revolvers, shotguns, rifles, sniper rifles, SMGs, assault rifles, machineguns and special.
Of those pistols are by far the most common, revolvers are a close second, rifles and shotguns tie in third, but are much more uncommon. Anything else is very uncommon, with machineguns, sniper rifles and special being very, very rare.
The downside of guns is their reliance on ammo, they make a lot of noise when shot (and draw a lot of attention from zombies due to this), and guns can miss much easier than a melee weapon.
The accuracy of a gun drastically decreases if you are moving around, if you are injured, or if you fire them in prolongued bursts (due to recoil).

Players can only hold a limited number of items too, largely dependant on how strong they are.
To make this even better, the game always has friendly (or not so friendly) fire turned on. You can hit or shoot any other players in the game, and kill them. Any dead players (or those that logout, which will be represented by "suicide") will drop all items they are holding where they die, which can make killing them a viable method of surviving.


Zombies are relatively slow and cumbersome, a player will easily be able to run circles around them.
However, the game uses a system where zombies will always spawn at a "safe" distance from a player, but can only spawn in areas marked as outside, they also tend to spawn much less commonly during the day. On average, one zombie will spawn per 10 seconds around you at night time, or every 20s at daytime. This system basically means I do not need to randomly add millions of zombies to a map to make it look packed full. However, I can run the game with 3000 zombie AIs active with 10% CPU usage, more players would negatively effect this, but 3000 zombies at once is pretty insane.

The game will also be played on a relatively huge map (500x500). At the moment only 1 is planned (will be a city centre type map), but I may in the future add more.
The game will not have anything like rounds or safe zones or spawn points. You login, and get randomly dumped on the map. You start with nothing, the game is not going to be nice or friendly to you. Try and not die too soon I guess.
Communication in the game will also not be easy. You can talk, shout and if you have one, communicate over a radio. People on screen will hear you talk, shouting will be about 3x the size of the screen, and only people with a radio tuned into the same frequency will hear you on a radio. However, communication will also make noise. So it might not be a smart idea to go around shouting too much, unless you want to attract hordes of zombies.

The objective of the game is simply, survive. It is a survival game, the objective is to literally survive as long as possible and nothing else.
There will be enough resources in the game to make survival possible for days (real time), but you might be lucky to survive for more than 1 ingame day (which is 24 minutes).
How you survive is upto you, you could work as a team, build up a fortified base and gather as much supplies as possible. Alternatively you could be a lone man, and go around robbing, killing and doing whatever it takes to survive for as long as possible.

Excluding the map, the game is more or less completed, and has only taken me about 3 days to make. The aim is to get it finished within 2 weeks, which shouldn't be too difficult to do.

Does this sound like a worthwhile idea? Y/N??
Y
Y.

But it sounds like something that would take more than just a couple of weeks.

Edit: Oh wait, you said you could finish it that fast. Anyway, go for it!
make an hour 5 minutes instead of 1 minute. one minute is way too short.
To many games about zombies, vampires, and demons.

Bring out something similar to this idea, but with the concept of a werewolf.
Zxcvdnm wrote:
make an hour 5 minutes instead of 1 minute. one minute is way too short.

5 minutes would be too long. That would mean a day in game is 2 hours. That would for the most part remove food as a vital part of survival.
As I said, I am trying to add realism to this game, which means you don't get hungry after an hour or two, and can survive for a good few days without food. If that was 3 days for example, that would translate into 6 hours. 6 hours is way too long for food to ever be a problem.

Also, night time in the game is... Actually really hard. If you have no source of light, you literally cannot see or do anything basically. It'd suck if you started the game just as it turned night, which would leave you without any source of light for a good 40 minutes, which would in turn make the game fairly hard to play for those 40 minutes.

Also, the game will include medals. One of which is for surviving for a full week in game. A week at 1 minute an hour is still 3 hours. At 5 minutes an hour, it is 14 hours. This 14 hours has to be done none stop, since the game will have no form of saving. Playing a game for 14 hours none stop is not something that is exactly fun or easy to do.
HeavenlyFlow wrote:
To many games about zombies, vampires, and demons.

Bring out something similar to this idea, but with the concept of a werewolf.

Zombie are a threat as far as human survival goes for a good reason. They have power in numbers, and these numbers are high due to how easy they tend to spread.

A similar concept would be hard to do with a vampire, werewolf or demon. They generally do not have large numbers like a zombie does, but are in exchange superhumanly powerful in some way.
A zombie game is easy to make because it does not require complex AIs, since the zombies have power in overwhelming numbers.
Using a similar concept but with werewolfs would require very smart, and advanced AIs, because the werewolves would probably be low in number, but much stronger. Without an excellent AI, making a game like that work would be a major challenge.

I doubt I could make an AI good enough for a game like that.
The Magic Man wrote:
Zxcvdnm wrote:
make an hour 5 minutes instead of 1 minute. one minute is way too short.

5 minutes would be too long. That would mean a day in game is 2 hours. That would for the most part remove food as a vital part of survival.
As I said, I am trying to add realism to this game, which means you don't get hungry after an hour or two, and can survive for a good few days without food. If that was 3 days for example, that would translate into 6 hours. 6 hours is way too long for food to ever be a problem.

Also, night time in the game is... Actually really hard. If you have no source of light, you literally cannot see or do anything basically. It'd suck if you started the game just as it turned night, which would leave you without any source of light for a good 40 minutes, which would in turn make the game fairly hard to play for those 40 minutes.

Also, the game will include medals. One of which is for surviving for a full week in game. A week at 1 minute an hour is still 3 hours. At 5 minutes an hour, it is 14 hours. This 14 hours has to be done none stop, since the game will have no form of saving. Playing a game for 14 hours none stop is not something that is exactly fun or easy to do.


then take that medal out. making an hour a minute long is not the way to go about making the game realistic. at least make it a minute and a half or two minutes, a minute is just ridiculously short. your game though, do what you want.
Zxcvdnm wrote:
then take that medal out. making an hour a minute long is not the way to go about making the game realistic. at least make it a minute and a half or two minutes, a minute is just ridiculously short. your game though, do what you want.

But why is a minute too short for an hour?
Trust me, unless the players are veteran players 24 minutes is a lot longer than most will survive. I don't see the point in needlessly making time in the game progress slowly.

During the tests I have done, which include me, surrounded by various barricade objects with an ample supply of weapons and items. I rarely last more than a few minutes.
Admittedly, this is not an entirely accurate test, as I have no map and cannot make use of indestructable terrain and small passageways to slow zombies down.

Due to the way zombies spawn in the game, they are relentless once disturbed, and only the most fortified of bases will survive the onslaught. Provided a fortified base can even be made.

I just do not see any point in making time in the game progress so slowly. Things have not been tested for balance yet. But 1 minute, 5 minutes or even 10 minutes for 1 hour in game. there seems to be hardly any difference these would make to the game to me, other than longer times would make things feel longer and more drawn out, which is not exactly what I want to do. (The game will literally be something to pick up and play, you will be stuck into the action as soon as you login)
Also, what sort of buildings should I add to the initial map?
Remember, it is based in a city centre sort of place.

At the moment it will contain...

A mall, which will be big, have a lot of potential barricades, a decent supply of food and a supply of weapons (melee from DIY section, guns from a hunting store).
However, it's large size combined with a lot of easy to enter points in the building will make it hard to fully defend and make secure.

There will be a police station. It is a relatively large building, provide a good supply of guns and melee weapons, but will be lacking in other supplies as well as general objects to use as barricades.
However, the building it's self will be much easier to defend due to very few entry points and a lot of the windows and doors inside of it (Especially cell doors) will be very tough and resistant to damage.

Hospital, it will provide very little in terms of weapons (you might find a mop or something!), but will provide an excellent source of medical supplies, and a decent supply of (hospital) food. It is a relatively large building with very few entry points, but has a lot of potential barricades.

School. A large building with absolutely tons of stuff to use as barricades, a small supply of food but very little in terms of weaponry (outside of baseball bats/hockey sticks).
Not the easiest building to defend, but the tons of barricades it provides make this easier.

There will also be a lot of small shops and stores, which will provide different supplies (gun store for weapons, convenient store for food and so on). But little in the way of defendable locations.

Office blocks and appartments will make up the majority of buildings however. Each one will be fairly different to the next, but most will provide a small supply of food and possibly weapons, but will be fairly hard to defend.

So, what other sort of large buildings should be added?
An airport would make a good large building. It would be large and confusing, and the airport itself probably wouldn't be very easy to defend with the wide open spaces. The airplanes, however, might be easier to defend. They have several small entry points (just large enough for one person to fit through) and a very tight space.
In terms of barricades I can't see much, except for maybe a couple drink/food trays, and possibly a weapon under one of the seats from a terrorist?