Good Weapons for Zombie Hordes?
#1 Members - Reputation: 361
Posted 07 November 2012 - 07:00 PM
I update this more: http://forum.unity3d.com/threads/158344-Not-Dead-Enough-a-zombie-apocalypse-simulator-now-in-production!
#2 Members - Reputation: 412
Posted 07 November 2012 - 07:18 PM
As much as I love zombies (See: Zombie company http://www.facebook.com/UndeadSocial) they are becoming a trope of video games.
Do something different. For example, making find ammo realistic. Not like Left 4 Dead where you can find stacks of 7.62X39mm NATO laying around. Heavier ammo will produce heavier recoil, more noise, more flash, weigh more, and you will be able to carry less. Military ammo will be harder to find as people will likely scavenge downed military vehicles and patrol members, and the other stuff will most likely be guarded. This would make lightweight civilian effective. However, .45 caliber rounds, .308, etc. will do more physical damage (knocking back/toppling enemies) and will remain more accurate at long distances. Also, if you're going to give a gun like the P90 that uses a rare ammo (5.7X28mm) make that ammo actually hard to find.
A long stick with a spike on the end would be great if well implemented. If a zombie is toppled, on the other side of a fence, etc. you can just push the spike through its eye and kill it.
Make big weapons (sledgehammers and fire axes) do a lot of melee damage and knockback but hard to maneuver in close and very deadly to make a mistake. This would give hatchets, knives, and even frying pans their proper place.
It would be really great if you could have a system for melee damage with firearms based on the weight and composition of the weapon. A heavy weapon that slows you down could be a good bashing weapon, but a Barrett .50 cal would be too unwieldy to properly swing.
Also, a real condition for fatigue would be great. Your stamina can only regenerate to a certain point without resting or sleeping/stopping to eat.
Try giving weapons practical uses. For instance, an axe can knock down a door, a crowbar could break a window or pop open a car door, a machete can hack through thick forest... something to give realistic depth to the weapon. I might want a machete until I get into an urban area and find a crowbar is much more useful for popping doors for loot.
My post may seem not entirely on topic, but I've played a lot of zombie games and I see all the same weapons all the time. It's what they do with them that never changes. I used to play a Half Life 2 mod called Zombie Panic! Source. In it, you start with a melee weapon and a pistol with a full clip and 10 spare rounds. Every gun, weapon, or bit of ammo you grab slows you down. The guy with the magnum and 18 rounds can stay mobile and headshot zombies for instant kills, but can easily be overwhelmed. That's where a guy with an AK and 100 spare rounds comes in. It also helps convince players to share weapons so they're not dragging at a snail's pace and get picked off.
Your weapons don't have to be unique. I still see it as "swingy thing, shooty pistol, short range shooty thing, sniper shooty thing, stabby thing". Doll it up and make sure each thing is well thought out and given more depth than "what do you want to beat zombies to death with?"
#3 Members - Reputation: 361
Posted 07 November 2012 - 07:47 PM
I update this more: http://forum.unity3d.com/threads/158344-Not-Dead-Enough-a-zombie-apocalypse-simulator-now-in-production!
#4 Members - Reputation: 412
Posted 07 November 2012 - 07:56 PM
Also, let me know if you need help with music and maybe sound. I'd like to talk with you if you think I could help.
#5 Members - Reputation: 221
Posted 07 November 2012 - 08:04 PM
Make any form of physical contact a necessary avoidance, that even a spit of blood can condemn you, no melee attacks anymore.
Build had to get to hideouts for the survivors. Like the top of a building with all entrances blocked and you have to cross from another building on a thin surface and holding a rope to equilibrate and not fall, as zombies would always fall. It's also a weapon to keep luring them to such death.
Edited by Luis Guimaraes, 07 November 2012 - 08:16 PM.
#6 Members - Reputation: 412
Posted 07 November 2012 - 08:08 PM
If you're going for a sim, please do stay away from Chainsaws as a primary melee weapon.
#7 Members - Reputation: 361
Posted 07 November 2012 - 08:19 PM
I update this more: http://forum.unity3d.com/threads/158344-Not-Dead-Enough-a-zombie-apocalypse-simulator-now-in-production!
#9 Members - Reputation: 114
Posted 08 November 2012 - 02:49 AM
Disclaimer: no seriously it does not fit your simulation requirement but i'd really enjoy fighting zombies with a authentic katana
Edited by NathanFR, 08 November 2012 - 02:51 AM.
#11 Members - Reputation: 4604
Posted 08 November 2012 - 04:55 AM
They are already THE trope of the last 5 years.they are becoming a trope of video games.
For a simulation you should take common items as weapon. Starting with a wooden table leg, some metal bars, a heavy pan, going over to tools like a fireaxe, sledge hammer etc. Make a walk through your local building center and take notes of what could be useful as weapon.We are focusing more on "simulation"
History is although a good way to learn about common weapons. Normal people in a war zone choosed often weapons which were powerful, yet easy to get (ie pitchfork, molotov cocktail).
And finally take a look at the major zombie games out there:
- dead rising: fun weapons
- dead island: melee weapons
- l4d: mix of melee weapons and guns
- day z: guns etc.
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader
#12 Members - Reputation: 118
Posted 08 November 2012 - 05:09 AM
Ashaman is onto something when he says "common items". You should be aiming for items that exist normally in houses or other areas. Pretend, for this instance, that this is not America. Guns are limited, rare, and probably all used by now. Which would make people think they would require to use only "melee weapons". Which is not true, things such as nail guns in households would be also used. What I'm trying to say is if your going for a simulation, you should be focused on making it so that most of the things around you are weapons.
You should also have only normal zombies at the start of the game, and have "mutations" occur as the game progresses. This will give the sense that you are fighting a living organism that is rapidly evolving.
I also remember a zombie game with the concept that wherever you were at the moment, you were able to board up the place and put up protection. Anywhere can be your safe area as such.
If your going to include NPC's as well, such as survivors, then you should be focusing on the "mistrust aspect". Survivors at the start will be very helpful and open, and willing to work together, but as the game progresses and they get betrayed/other various things happen then they become very cautious and won't team up with you.
Also, generally in zombie concepts there is what is known as the "Zombie-Human Detection System". This is where when you remain at a single place for too long, zombies will start to surround you. Also, making too much noise does the same affect.
I don't know if I said all I meant to, but its just a bunch of my thoughts to add to your "simulation". The main idea you should be looking at in your game, simply because it is a simulation, is "Realistically, would this happen?". It'll answer 9/10 of your questions, such as surviving without food for 10 months is realistically impossible.
#13 Members - Reputation: 361
Posted 11 November 2012 - 01:45 PM
I update this more: http://forum.unity3d.com/threads/158344-Not-Dead-Enough-a-zombie-apocalypse-simulator-now-in-production!
#15 Members - Reputation: 182
Posted 12 November 2012 - 12:49 PM






