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What do you want from your zombie apocolypse

So those of you who know me know what i do IRL, and past few years me and my company have mostly done contract work and not anything in house. But yestderday i had a meeting and we decided to make a game. It took a while but we figured we would go with a Zombie Apocolypse game. What do you guys want from your Zombie Apocolypse? If you guys toss an idea i like and it makes it you will get to appear in the credits and maybe a walk on cameo!

[member="Selena Halcyon"] you been waiting for years for this come on with your bad ginger self
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I'll get to this tonight. Wall of text style.

However, something that will be useful will be knowing what kind of core gameplay format you are using. RPG? First person? Third person? Old school kind of RPG (Fallout 1)? Etc.
 
[member="Selena Halcyon"]

Well we gave a lot floating around right now but a real time world that goes turn based for missions is kind of the most popular. Kid of like xcom. With rpg style progression, some base building and stuff. I'm more interested in what you random Zed fans want because there are alread zbie games coming out.
 
[member="Arumi Zy"]

If you want a good game to go off of, try Dayz standalone (or the Arma 2 mod, if you'd like). It may be laggier than heck, but it's a pretty great game. You can starve, die of thirst, die of hypothermia, etc...
 
[member="Raphael d'Assad"]

I really don't know if I'd call Dayz a game to go off of. All those concepts have been around for a while and not to mention DayZ is a game that just happens to have zombies in it. Any game where your more afraid of being sniped for the xternth time and really have no concern of the zombies is badly designed
 
Not played many Z games, but I have noticed that for most there is a disturbing lack of marine zombies, if lakes or oceans even make into the game. Pretty much from what I've seen is that the zombies can be dangerous on land, but once you're in water you can out swim the suckers and stay alive that way. I would think maybe have a certain type of zombie more proficient in water, but maybe less so on land.

Perhaps, if you're into putting some lore then maybe put in some history on how they came about and how a decomposing body is still capable of moving without ripping itself to pieces within moments of taking a step. In the case of using the more common zombie type of today, being an undead rather than a mind controlled person. (A fact glossed over by most games, though this is more of a pet peeve)

Just some ideas off the top of my head.
[member="Arumi Zy"]
 
[member="Arumi Zy"]

I actually like the idea of not being the last survivor. Isolated groups of survivors you can meet, safe towns or something like that. (Assuming its an open world zombie game)
 
Day Z is a survival game where zombies are an after thought. Also, it is a style of game that already has way too many games in the exact same vein. I'm glad that you are deciding to not go that way, Aru. Not surprised though. If you intend to make money then you have to do something a bit different in order to draw people in. Moving away from First person is a great decision and I am sure is easier from a developmental side of things.

I dig the style of XCOM. I would play a zombie game in that style quite a bit. Not exactly the direction I would go because I think the nature of being able to take the moment to think over your move while in a turn based mission would remove some of the fear. You get to think it over too much. I mean I guess it would make being overwhelmed a bit more of a suck moment. However, I think if you added a turn timer then it would be pretty cool. It would be kind of a hybrid between turn based and live.

I am not sure I like the idea of having a home base and mission system for a zombie game. I'd play it. Likely enjoy it but it would not be my first choice.

Aight. My personal preference would be a game that plays in line with the old Fallouts, Arcanum, Baldur's Gate, or that Pillars of Eternity game that just came out. They do offer the ability to pause the action to set up more cohesive attacks (and I am sure people do that a ton) but also are mostly by nature a live action game. I would still put a time limit on the pause feature. (obviously pushing like an esc button or menu button would truly pause the game, but they would not allow you to keep looking at the situation which mitigates the problems).

I would put an emphasis on random survivors as well as very scripted ones. Have them have their various levels of sanity (also put in breaking points where they just lose the will to live anymore). Tie in motivations. Perhaps they are looking for family. Perhaps you can find that family alive or dead. I would also love the idea of having families able to be found. Death in the family could be heart breaking. Probably not plausible but I would love for there to be children who could die (or potentially grow up if the game goes on long enough). I want NPCs to build relationships with other survivors. This can be brotherly, romantically, maternally, paternally, and obviously also negative ones. I want to have to manage my fellow survivors.

I want to not only have interesting inter NPC dynamics but I want them to possibly get so mad at each other that they could potentially go at each other. I want to have to mediate conflicts.

I want to be forced to really debate how big my group should be. Being a small group allows for moving around more easily. Large groups can offer more safety, but are harder to move around safely and large groups also can draw in more zombies. This makes strengthening a base (if you choose to make one) so much more important. A weak one could be easily over run, but putting too many resources into one base could leave one screwed if it is taken.

Leading to resources! This ties into the idea of small groups and big groups but also, more importantly, into the concept of bases. If you have a solidified base then you will find that resources around you get thinner and thinner. Also, as time goes on, more groups of survivors both randomly generated and pre-rendered events are also contesting resources. Some groups could be hostile and a roving band, others established but hostiles, others might be interested in trade. Think about the more recent arcs of the Walking Dead comic there with Hilltop, Alexandria and the Kingdom. Anyways, as resources dwindle you need to debate pulling up roots, going farther out which gets increasingly dangerous, to set up a new place.

Bases should be able to be built pretty much anywhere reasonable. Decent support would exist for various degrees of barricades. Walls would also be viable, as in theory you could take control of entire street blocks.

Dream scenario is that you could make the world persistent. It would encourage continuing a single save because you would have a chance of running into yourself someday. I love the idea of dying, having your base get destroyed, not knowing who lived and died and then running into survivors from the last base.

I think a leveling system would be a bad idea. I think gear should dictate everything.

Ammo should be rare. And I am not talking like early game ammo is a pain to get but eventually it becomes relatively easy to get with people gathering it for you or something. I want to be rare no matter what. Like you might find a huge stockpile. Kill a group of raiders and you might net gain ammo (but those fights should require resources to make that hard). Still you constantly have to debate whether a situation warrants using up ammunition, OR do you want to risk melee weapons.

No cure. None. Just survival. Bites are lethal. Armor would just make it less likely for the zombie to bight through flesh. Characters should have built in stats that dictate their ability to physically fight something off. Perhaps add an element of the ability to get stronger over time (think skyrim leveling but more subtle and less purposeful). However, hunger and thirst would have a very real effect on one's ability to survive.

I want moving hordes of zombies which can move in some sort of random yet also discernible pattern. Zombies need to be a constant threat from the beginning to end of the game (though in my vision this is more sandboxy and it ends when you want it to). It should not operate from the idea that eventually zombies become whatever and the bigger threat is people. People should obviously be a bigger problem in some ways due to weaponry, but zombies should never stop being a threat. Maybe the individual one or a few are not a big deal but they should always be an issue, especially for your base. ALSO. Zombies should totally be drawn to combat between people. I want a firefight with bandits to be terrifying not just because of the bandits but because of the potential zombies as well.

OH. And paramount. Katanas should not exist, and if they do then they should be the absolutely worst weapons in the game ever. Just sayin'. Let's get real on this one.

I would have a couple cities. Plenty of towns between. The land between can be fairly generic, but with also the potential build a base in the countryside as well.

Honestly, the biggest thing for me is a substantial NPC system in terms of their interactions, and the play between small and large groups and how that messes with resources and bases.
 
We have been in debate all week over our concept and i have brought these things up with my employees, i only have 4 programmers right now so once we get past concept ill be ramping up hiring to at least 3 artist, 1 animator and a really competent writer. Let me know what you guys think.

[member="Viona Thorleif"] The idea of zombie animals has been talked about a lot and it may make it somewhat on some species. If everything can turn zombie humanity really has 0 shot so it will probably be only dogs, cats , maybe crocomagator and snakes. Though a swarm of infected rats would be deadly.


[member="Isamu Baelor"] There will be dedicated community building.

[member="Ultimatum"] Voodoo zombies don't really appeal to the masses, though infected types do mostly do to the hyper rage and speed. We are going to explain the virus somewhat. At the very least explain why the bacteria and insects don't touch the corpses.

@Vulpesen It will be very sandboxy, there will be other groups of survivors, some very hostile and some you can trade with. I.E Vulpese group has luck finding medicine but is starving. Turkey Liberation Army has tons of food little medicine... you can get the drift.


[member="Selena Halcyon"] To the meat and bones always from you, of course that is what i like from you.

Guns and ammo will probably start out fairly common, not common enough to be able to horde like your in fort knox but common enough to find more then a few. Ammo will become excedingly rare though, to the point your lucky to find one bullet. Crafting will use spent shell casings but anyone who knows anything about reloading shells is that those cases are only good for so many times, if they are brass, if they are steel worthless. But an empty gun is still at least a club or a spear with a bayonet.

There will be two play styles mostly supported, large scale base making where you try to hold no matter what ( which will be hard there are billions of zombies in the world after all, and sooner or later a horde of epic proportions will come by) and desposable bases ( which are essentially bare bones and just enough to hold out long enough to GTFO).

Noise will attract zombies from all over, off map and in map. That fire fight with raiders is going to have consequences regardless if you win or not. AK-47 with a suppressor is still louder then ever living hell and a .50 with one might as well not even be suppressed. But the fact is fighting raiders with guns is safer then trying to with melee weapons because thsoe raiders live on hit and run so they dont care to attract attention to an area, because only way they coming back is if a new group moves in and clears it out.

Like Xcom Death will be permanent...ish ( cause your dead will rise as flesh hungry zombies who know where your base is). We have decided to go off Walking dead principles though, that everyone is already infected so a bite isn't the means of infection, but a decaying corpses mouth is pretty damn dirty so yeah your probably going to die unless you pump a ton of resources into that survivor ( Wounds will vary from broken bones, meaningless scratches, Deep bites and so forth. Not every hit will be a severe wound to kill, but a lot will be instantly crippling. Armor will mitigate it only in the fact a hit to the armor might not go through. It will not make you harder to hit like a PnP game, it just deflects damage. A flak vest won't protect your neck or arms, or anywhere but your chest and stomach.) which you may as a commander have to decide if the resources spent are worth it. I mean a rookie it might be best to to go a head and euthinize ( We are requiring a bullet of course, no melee executions that is just cruel) why the guy who also knows how to jury rig the generator and keep it running with duct tape and bailing wire is probably worth the chance.

The Xcom style is how we are going and a turn timer will be going on, there will be no scatter your character may only be able to see one Zed of a group and you will have to make a quick decision on what to do. Until you move closer you won't know if its a solo, multi or a horde ( Or a special infected if we decide to add them). We have also decided to allow stealth kills if you have a survivor who can move quietly behind a Zed. But again just because you see 1...

Mission structures will revolve around raiding resources and finding survivors. All the survivors minus what you start with will be found while exploring for resources. Some you find will be hostile, some already in a group, some looking to just survive so it will be your decision how to proceed once you meet them. Once a building has been completely searched it is going to be permanently empty of supplies ( you can miss some, so its smart to send someone really good at finding shit with you.) now options for empty buildings will be fortifying to make a forward base with supplies and storage and stuff. But its going to be resource heavy.

Bases, Certain buildings can be turned into bases and those are larger type buildings like Police stations that can be fortified. There will also be vehicles that can be scavenged and added as mobile bases for when you have to beat a hasty retreat. The bigger and better your convoy the more supplies you can keep. ( During a base evac you will only get a chance to pick a bit of stuff to grab and go, this is because if a million zeds were knocking on your door you wouldnt sort through every round etc). We are thinking a one minute phase to load as much stuff onto your team as you evacuate, your evacees will start in random spots and will be moving to either fight the horde or retreat its your descretion. But a convoy adds random things from your stash to the pool of taken stuff if you have to GTFO.

Advantages to a permament/semi-permanent base over nomadic... FARMing, morale etc. As food and stuff runs out survivors will weaken as they starve. Your best fighter that runs around with two sledge hammers like an angry titan of death cant do nothing when hes barely able to move from crushing hunger.

Water... Ohh yes you better treat your water. Disease, and sickness play a role so medicine is important. That rain puddle may supply you 30water bottles but if you don't have anything to treat it the risk of sickness are there.

Survivors: Survivors will be randomly generated, with random back grounds. You may get find an ex-harvard phyisics profressor out there who was also a Force Recon Marine, who grew up working on diesel engines on his farm ( I know a guy like that actually) who can actually serve as a formidable soldier over a scientisty guy, dual as an engineer fixing crap who is your best fighter and you have to decide if risking him on a mission is worth the risk. And you may find a Cop who is a literla 90 pound weakling who is half worthless over anything but gardening and only became a cop because his dad was chief of police. Every survivor will have something they are good at and i don't plan on to many pure stereotypes. But they will be randomly generator so each time will be different.

Survivors will level up in a ways, HP will be generated when that survivor is made and they will only gain experience for what they are doing. A roguish character who spends a lot of time scouting will get experience for sneaking when sneaking etc. Instead of leveling in the traditional sense where someone automatically becomes better at something because you decided to spend points in a skill he didn't have. Skills that character doesn't have can only be learned but putting him to help someone with them and its time consuming and will take extra resources. But sometimes teaching that 90 pound gardener how to also change a fuse is a good idea.

Survivors will also have natural traits and flaws that will affect their character, a short sighted guy wont be a great sniper regardless. But a guy with natural steady hands might. As well their own personalities, they will interact and they will break down. Your awesome fighter watches his commrades get ripped to pieces odds are hes going to just loose it and just slump in a corner, maybe never recover. And some survivors will be spies etc, so its all on you.

We decided on Random events happening also, like a new horde coming in, natural disasters and stuff. The game world will always be evolving and we havnt decided if it will end or not or just be progressive.


We havn't hammered down a number of survivors but we are thinking on allowing you to create your leader character then assigning 2 or 3 at game start. But it'll be between 10 and 50, and the game will allow you to really decide how you want to lead and what you want. Every survivor you find doesn't have to get recruited, and not all will die if you don't some may found their own friendly faction etc.

I like the idea of persistent worlds, it adds a flavor to it. Odds are we are going to go with a city the size of New York, so you will never explore all of it at least not anytime soon. A sky scraper will tape a long time to search through and clear.

The katana will exist but a random person using it without the proper trainign will receive a penalty. Certain weapons are going to require characters with know how to use properly. Anyone can hack with a machete but the actually finesse slice of a katana takes practice. It will take time for characters to get good with guns, it will take time for characters to get strong enough to swing a sledge like in the movies ( considerable time). It will just plain and simply not be easy, few survivors will be properly trained in fire arms, fewer who know how to properly zero a rifle etc. As your character spend time doign they will get the hang of it though, it wont be fast like ohh i hit level to where to spend my points it will be oh i shot my rifle fifty times and i think i am getting the hang of it if i just dont jerk the trigger im more accurate.


Hordes will exist and random events, fire fights and noise can attract them. The game will be unpredictable, there will be hordes miles away that may work their way towards you.

The only cure is a bullet..

Maybe , maybe we can do multiple cities and in betweens but who would go into a city if they had miles of small towns with non-ginormous hordes. Of course i could keep resources scarce outside of cities and force it, but building your big base in the country and only doing a few safe houses in the city could be a good idea actually. I will bring this up at my noon meeting and see what my cats think about this.
 
[member="Arumi Zy"]

No cowboys in the desert, please... Or at least not the whole game... Also, the whole "mechanical zombie creation" bit in Mass Effect was well-done but out of context a little bit. Could be cool to see something like that in a different setting.
 
Arumi Zy said:
Noise will attract zombies from all over, off map and in map. That fire fight with raiders is going to have consequences regardless if you win or not. AK-47 with a suppressor is still louder then ever living hell and a .50 with one might as well not even be suppressed. But the fact is fighting raiders with guns is safer then trying to with melee weapons because thsoe raiders live on hit and run so they dont care to attract attention to an area, because only way they coming back is if a new group moves in and clears it out.

Of course of course. I love this.


Arumi Zy said:
Guns and ammo will probably start out fairly common, not common enough to be able to horde like your in fort knox but common enough to find more then a few. Ammo will become excedingly rare though, to the point your lucky to find one bullet. Crafting will use spent shell casings but anyone who knows anything about reloading shells is that those cases are only good for so many times, if they are brass, if they are steel worthless. But an empty gun is still at least a club or a spear with a bayonet.
Sick. I guess I had kind of assumed that we'd be deep in the zombie scenario, but I like this more. I love the fact that guns and ammo are common early but increase in rarity. It makes so much sense it is disgusting. Great angle on realism for ammunition.


Arumi Zy said:
Mission structures will revolve around raiding resources and finding survivors. All the survivors minus what you start with will be found while exploring for resources. Some you find will be hostile, some already in a group, some looking to just survive so it will be your decision how to proceed once you meet them. Once a building has been completely searched it is going to be permanently empty of supplies ( you can miss some, so its smart to send someone really good at finding poodoo with you.) now options for empty buildings will be fortifying to make a forward base with supplies and storage and stuff. But its going to be resource heavy.
I think that is a nice touch. Brutal but nice. It makes sense too because how often are you going to look through a house multiple times. I would make an exception built into this for large and important structures with many wings. For instance, if you decide to call your exploration of a hospital off early because you do not have enough with you at the moment to clear out a wing or it gets too dangerous, the hospital should not just be devoid of resources because you left. Doing it for homes and small businesses makes perfect sense though. It also FORCES you to consider what you want to bring with you since you can't carry everything and you know it won't be there if you come back. Great mechanic.


Arumi Zy said:
The Xcom style is how we are going and a turn timer will be going on, there will be no scatter your character may only be able to see one Zed of a group and you will have to make a quick decision on what to do. Until you move closer you won't know if its a solo, multi or a horde ( Or a special infected if we decide to add them). We have also decided to allow stealth kills if you have a survivor who can move quietly behind a Zed. But again just because you see 1...

Dope.


Arumi Zy said:
Bases, Certain buildings can be turned into bases and those are larger type buildings like Police stations that can be fortified. There will also be vehicles that can be scavenged and added as mobile bases for when you have to beat a hasty retreat. The bigger and better your convoy the more supplies you can keep. ( During a base evac you will only get a chance to pick a bit of stuff to grab and go, this is because if a million zeds were knocking on your door you wouldnt sort through every round etc). We are thinking a one minute phase to load as much stuff onto your team as you evacuate, your evacees will start in random spots and will be moving to either fight the horde or retreat its your descretion. But a convoy adds random things from your stash to the pool of taken stuff if you have to GTFO.
I think this is a good touch. I like the idea of only being able to take so much if you go. However, you can have things already loaded into an emergency vehicle to mitigate the losses. Very nice. Can only grab so much based upon how many people you have at the time. Large objects require more people/time. Maybe don't go with a flat minute (or whatever), but have it be based upon the strength of the defenses vs. the numbers of the horde.


Arumi Zy said:
Survivors will level up in a ways, HP will be generated when that survivor is made and they will only gain experience for what they are doing. A roguish character who spends a lot of time scouting will get experience for sneaking when sneaking etc. Instead of leveling in the traditional sense where someone automatically becomes better at something because you decided to spend points in a skill he didn't have. Skills that character doesn't have can only be learned but putting him to help someone with them and its time consuming and will take extra resources. But sometimes teaching that 90 pound gardener how to also change a fuse is a good idea.
Hot. That's the only kind of leveling I would like in this kind of game.


Arumi Zy said:
Survivors will also have natural traits and flaws that will affect their character, a short sighted guy wont be a great sniper regardless. But a guy with natural steady hands might. As well their own personalities, they will interact and they will break down. Your awesome fighter watches his commrades get ripped to pieces odds are hes going to just loose it and just slump in a corner, maybe never recover. And some survivors will be spies etc, so its all on you.
This is all I ever wanted.


Arumi Zy said:
We havn't hammered down a number of survivors but we are thinking on allowing you to create your leader character then assigning 2 or 3 at game start. But it'll be between 10 and 50, and the game will allow you to really decide how you want to lead and what you want. Every survivor you find doesn't have to get recruited, and not all will die if you don't some may found their own friendly faction etc.
Oh my gosh, so I haven't played the game yet but from what I understand Wasteland 2 has a thing where during character creation when you make your team of rangers you can write up their profiles and junk. Totally should have this in. Like you make your main character, but you could opt for those 2 or 3 other people with you to be coworkers or your family or whatever. Randos at the store. Have a few different starting points appropriate for your character (at work, home, what have you). Then, let's say your guy is a family man you actually apply the basics of your family BUT if they're not with you then they are in the game, dead or alive. Or make it even more complicated (and this could be a game mechanic or just something a person can write out) they're a divorced dad, and his kids are with his ex-wife who he abhors. Boom. Crazy built in story right there at character creation.

Anyways. Now that I'm done creaming myself.


Arumi Zy said:
Maybe , maybe we can do multiple cities and in betweens but who would go into a city if they had miles of small towns with non-ginormous hordes. Of course i could keep resources scarce outside of cities and force it, but building your big base in the country and only doing a few safe houses in the city could be a good idea actually.
That's how I look at it.

Keep me informed bruh.
 

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