Squirminator2k
14 Oct 2010, 09:43
There are a lot of videogames about zombies, but none of them have quite achieved what I want to see out of a zombie game. Left 4 Dead comes dangerously close, but I want to outline what I think would make the perfect zombie game.
IT'S GRAND THEFT AUTO MEETS ELITE, WITH ZOMBIES
Synopsis
You are alone in a city infested with zombies. Your goal: Escape. It's that simple. No story, no plot, no character development - just you, your wits, and whatever you can find to help you survive. The aim of the game is to present a 'realistic' take on a zombie apocalypse scenario.
The Game World
Location, Location, Location
The game takes place within a large, sprawling, autonomous city, not unlike GTA's Liberty City. The only difference is that the people are gone, the police are no more, the fire department aren't taking calls and no ambulances will come if you get run down. In their places - Zombies. Faahzands of 'em.
You can interact with many objects in the city. You can pick up virtually anything and use it as a weapon. You can steal vehicles, but some will have alarms in them which will attract zombies when sounded. You can use anything you see that you think will help you achieve your goal of getting out of town.
There are multiple routes out of the city. There's the underground subway system. There's the bridge out of town. There's a Helicopter on the roof of the local TV center. There are more I haven't thought of yet. The freedom of choice is in deciding which method you're going to use to escape, although each option faces its own challenges and obstacles.
In all likelihood the city would have to be built from scratch, but the idea of randomly-generated cities appeals.
Character creation
The initial process of creating one's character is largely aesthetic - you customize your character's appearance as you would, say, a Rock Band character, only without having to buy/unlock costume items. Once that's done, it gets more interesting: You choose your starting point in the city from the following: Apartment, Hospital, Police Station, Hotel, Amusement Park, Community Center. You choose where you begin your story, and hope it ends with you reaching your destination of choice.
(Note: I considered a Fallout-style stat allocation screen, but I don't much like the idea of leveling up within the context of the game. Any stat attribution would likely start at the beginning of the game and remain fixed.)
Zombies
There is only one type of zombie, and it's As Advertised - dead, rotting, but unerringly strong and with a thirst for living tissue. Zombies vary in speed, with the player encountering faster zombies the closer they get to their destination. To start with they will be largely unintelligent, but they will become smarter and more adept and figuring out how to reach you as the game progresses.
Zombies would have a low-level form of communication with each other - a sort-of "morphic memory", if you will. For example, say you decide to run from zombies by climbing up the ladder on an exterior fire escape, then pull the ladder up. Early zombies are less likely to figure out how to pull the ladder down, but once a zombie figures this out all zombies will be capable of performing this task.
Interacting with the game
Camera and screen display
The game would work best from a third-person perspective, possibly with an option to switch to a first-person camera if the player desires. Minimal HUD - you'd use your character's appearance, posture etc. as indication of health. For instance slightly torn clothes and a bit of a hobble means you've lost some health. Dragging a leg while wearing clothes that are practically shredded is indication that you need to find health badly.
A HUD would be presented for weapons, however simply picking up a gun isn't going to tell you how many bullets you have left in the chamber. You can stop and check how many are in the barrel, at which point an ammo counter will appear on the screen, but performing this check leaves you vulnerable to attack. As in Resident Evil you can carry multiple weapons at a time, but each weapon and its ammo uses up varying space in the player's inventory depending on size.
Controls
As well as the standard two-stick movement/camera controls prevalent in most FPS games, the game would have buttons for Jump, Crouch, ready weapon, use weapon, and interact. The interact button would be used to open doors, use electronic equipment, pick up items, and generally interact with objects, items and so on in the game world.
...I'd love to write more, but it's nearly 2am and I'm very, very sleepy. I'll add to this later. G'night for now.
IT'S GRAND THEFT AUTO MEETS ELITE, WITH ZOMBIES
Synopsis
You are alone in a city infested with zombies. Your goal: Escape. It's that simple. No story, no plot, no character development - just you, your wits, and whatever you can find to help you survive. The aim of the game is to present a 'realistic' take on a zombie apocalypse scenario.
The Game World
Location, Location, Location
The game takes place within a large, sprawling, autonomous city, not unlike GTA's Liberty City. The only difference is that the people are gone, the police are no more, the fire department aren't taking calls and no ambulances will come if you get run down. In their places - Zombies. Faahzands of 'em.
You can interact with many objects in the city. You can pick up virtually anything and use it as a weapon. You can steal vehicles, but some will have alarms in them which will attract zombies when sounded. You can use anything you see that you think will help you achieve your goal of getting out of town.
There are multiple routes out of the city. There's the underground subway system. There's the bridge out of town. There's a Helicopter on the roof of the local TV center. There are more I haven't thought of yet. The freedom of choice is in deciding which method you're going to use to escape, although each option faces its own challenges and obstacles.
In all likelihood the city would have to be built from scratch, but the idea of randomly-generated cities appeals.
Character creation
The initial process of creating one's character is largely aesthetic - you customize your character's appearance as you would, say, a Rock Band character, only without having to buy/unlock costume items. Once that's done, it gets more interesting: You choose your starting point in the city from the following: Apartment, Hospital, Police Station, Hotel, Amusement Park, Community Center. You choose where you begin your story, and hope it ends with you reaching your destination of choice.
(Note: I considered a Fallout-style stat allocation screen, but I don't much like the idea of leveling up within the context of the game. Any stat attribution would likely start at the beginning of the game and remain fixed.)
Zombies
There is only one type of zombie, and it's As Advertised - dead, rotting, but unerringly strong and with a thirst for living tissue. Zombies vary in speed, with the player encountering faster zombies the closer they get to their destination. To start with they will be largely unintelligent, but they will become smarter and more adept and figuring out how to reach you as the game progresses.
Zombies would have a low-level form of communication with each other - a sort-of "morphic memory", if you will. For example, say you decide to run from zombies by climbing up the ladder on an exterior fire escape, then pull the ladder up. Early zombies are less likely to figure out how to pull the ladder down, but once a zombie figures this out all zombies will be capable of performing this task.
Interacting with the game
Camera and screen display
The game would work best from a third-person perspective, possibly with an option to switch to a first-person camera if the player desires. Minimal HUD - you'd use your character's appearance, posture etc. as indication of health. For instance slightly torn clothes and a bit of a hobble means you've lost some health. Dragging a leg while wearing clothes that are practically shredded is indication that you need to find health badly.
A HUD would be presented for weapons, however simply picking up a gun isn't going to tell you how many bullets you have left in the chamber. You can stop and check how many are in the barrel, at which point an ammo counter will appear on the screen, but performing this check leaves you vulnerable to attack. As in Resident Evil you can carry multiple weapons at a time, but each weapon and its ammo uses up varying space in the player's inventory depending on size.
Controls
As well as the standard two-stick movement/camera controls prevalent in most FPS games, the game would have buttons for Jump, Crouch, ready weapon, use weapon, and interact. The interact button would be used to open doors, use electronic equipment, pick up items, and generally interact with objects, items and so on in the game world.
...I'd love to write more, but it's nearly 2am and I'm very, very sleepy. I'll add to this later. G'night for now.