Project Night Z - AI team management game

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5 comments, last by Minerva12345 9 years, 11 months ago

Hi! I'm a new guy here and I've had this game idea rolling in my mind for a better part of a year now. I would appreciate any comments, impressions or suggestions you may have.

Project Night Z

Project Night Z is an AI team management game.

It's zombie apocalypse. A few survivors have banded together to fight the zombies. At day they build defenses and at night they fight hordes of zombies. The zombie horde keeps increasing every day they stay put and at some point they must abandon their base and start anew. All the while trying to reach a mythical safe haven far in the horizon.

Gameplay

You have a level of control akin to Dungeon Keeper. You give tasks for the survivors to do, like building a barricade, setting up a machine gun point, fixing the truck etc. and the AI team members will carry them out.

Survivors must gather supplies and building materials from the surrounding area. If you run out of supplies you must send a team to collect some farther away.

The AI team members have skills which determine their efficiency with given tasks. The more they use a skill, the better they become with it. They have an inventory and you decide who carries which weapon or item.

At day only a trickle of zombies wander around but at night there will be hordes of them. The more noise you make during your stay, the more zombies are attracted to your position. At some point you must abandon the camp site or be overrun. You can carry only so much and must decide what to take to your new camp site, as the game progresses you may find a vehicle and be able to carry more.

There are two screens in the game: camp site screen and map screen. When you move the camp you go into a map screen, where you move your caravan and you must decide a new camp site. Traveling on the map will consume supplies and eventually you must camp and restock. Where you decide to camp on the map will define your camp site area, like if you camp near a gas station your camp site will have a gas station next to it.

You start on one side of the map and your goal will be to travel to a specific place or places to win the game.

Other design thoughts (not fleshed out yet)

-Modable (including AI)

-Randomized events requiring users input

-Somewhat random overall map. So you won't have the same experience on every play-through

-Random(ish) starting group of survivors. You may gain or lose some along the way

-Character personality diagram. Defines how well survivors get along. Decisions concerning one character may trickle down to others as well

-Character back story. Tells who they were before the apocalypse. Defines starting skills.

-Likely to be made with Unity. Mainly because I'm more interested of making a game rather than an engine.

My next steps

-Write down more in-depth design document of the game.

-Make an AI demo. I'm thinking of using behavior trees and something to facilitate the moving of masses of characters at once (crowd fields or flow fields or whatever it's called).

A bit about me

I'm working in a small Finnish indie game team, making our first game on mobile devices. You can check us out at: http://hammerspace.eu/ . Right now this is a solo side project but hopefully I can sell this to the team and get the whole team working on it. Even if not, I will be pursuing this in my free time.

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Full disclosure: I am former teacher of Jaerom (he was in a year long course about software and game development) and I am more than happy to help him and comment about this project.

My first thought when reading this was following: Zombies are fairly worn out and cliche subject. I also think that the main attraction in memorable survival-horror is that humans themselves are their own worst enemy.

I think that this kind of game would thus profit from having characters have different personalities that would force players to think who to sent out to do what with whom. For example old Jagged Alliance used this concept. Furthermore, I think that system where player can choose persona for "her own character" would increase player immersion and fit the genre.


You have a level of control akin to Dungeon Keeper.

I hope you just meant top-down view.

DK allowed the player to grab creatures and drop them anywhere in the dungeon.


There are two screens in the game: camp site screen and map screen. When you move the camp you go into a map screen, where you move your caravan and you must decide a new camp site. Traveling on the map will consume supplies and eventually you must camp and restock. Where you decide to camp on the map will define your camp site area, like if you camp near a gas station your camp site will have a gas station next to it.

I like this part, it's like level-select but full control to the player.

What kind of advantages/disadvantages can the player see on the map-screen ?

Agreed about the zombie trope. There are other themes that can encompass various aspects of the zombie vibe, for example:

  • A plague (preferably one where the infected stay alive and infectious for a long time).
  • Parasites (alien or otherwise).
  • Humans in a hive mind or other technological controls (a la the Borg and various others).
  • Demon possession.
  • Non-sentient aliens (either that ended up on Earth by accident or as part of a terraforming attempt).

Going off strictly based on the gameplay elements you've described, this sounds like it could be a very fun game to play, if executed well.

Particulars that catch my attention:
- Players would have to monitor the actions they take (noise generation or other enemy-triggers) to anticipate when the best time to move camp would be.
- Players would have to strategize about which paths to take on the world map to get to their destination (and random-generation for the initial map could work extremely well).
- Managing characters' skillsets and progression of those skills will get players interested, attempting to make sure they...
a) Arrange to have more problems that match their current skillset.
b) Arrange to be prepared for the skills they will need in the future.
- Having to choose a limited supply of things to take with you and modifying that item-count with vehicles, etc. This adds to the core decisions the players will have to make. You just have to make sure that the things they can carry are actually going to be viable at whatever locations they may show up at. You would want the player to feel like they can somewhat prepare for what is coming, but still make it so that they are always "in need" to some degree when they arrive at their destination (otherwise there wouldn't really be a reason to stop, now would there?)

Minerva's point about giving the characters relationships with each other would be -interesting- but seems like it would be more difficult to implement alongside everything else in the game. Like Jeffery said, you don't need to have zombies necessarily. In fact, doing something else would feel "fresh". If you get your creative juices flowing with it, you could develop a story that really gives you inspiration for localized missions and problems for the crew to tackle as they travel around.

One way you could implement Minerva's idea on a limited level (giving character backstory) would be to make it so that the random characters a player starts with or interacts with may have certain things they each wish to do. In order to make the successful completion of these other tasks become an incentive for the player within the story, I would suggest making the player the "leader" of the group in a way. Since it is supposed to be an AI management game, you can't actually BE one of the characters, so perhaps there is some kind of communication device that the team has that allows someone at this safe haven (perhaps a kind of leader-ish character that everyone in the group trusts) to direct the team. Some sort long-range radio or something. The actions you give them to do could impact their willingness to trust the player, in fact. That way, the player would also have to incorporate a management of morale and the like. It could develop into quite the entertaining adventure, one that could be played repeatedly due to the variety of possible characters (with sidequest-driven backgrounds) and the diverse conditions of the world map.

Looking forward to seeing it one day be developed! smile.png

willnationsdev - Godot Engine Contributor

This has been very intriguing read and I agree with pretty much all here. That said...

About the Zombie. What I would like the enemies to be is slow moving and move to attack you as a swarm. This is mainly because your level of direct control is so limited and I want your survival to depend on your defensive planning. The zombie fits in those shoes so very nicely.

Another plus for the zombie is that you don't have to explain the term zombie to anybody. When you see a zombie in a game you immediately have an impression of it, you know what it does and you can plan your defenses accordingly. With a new creature you have to educate the player how the creature works and how the player should react to it.

I don't have any particular affinity to zombies and so far they are merely convenient. Hmmm...

There is potential in a new creature. You could really play with it, it's introduction, it's appearance and it could lead to all kinds interesting things. Hmmm. Hmm. I shall have to ponder on this.

Very cool idea about the players character being in the safe haven. However, that would indicate that the characters would be saved in the end. I was thinking of leaving it very obscure. If the player character was not in the safe haven, you would hear radio broadcasts urging you to come there and promising safety. So much so that the player would start to doubt the authenticity of the broadcasts. Really build up the safe haven and when you reach it...

And so I don't know where to place the players character or whether the player should have one. I don't like the idea of the player prioritizing his own character over others but I do want the player to feel connected. I will ponder on this as well.

Thanks for all the posts! It has been very fruitful.

I pondered this game and came up with following concept for basic functionality.
1) There should be a day long strategic turn which starts at "dawn". Player is shown a menu which allows her to make decisions for the day. My idea is that this allows her to do big picture decisions. I put forwards some ideas about them below.
-Player can send scout parties outside the camp. These parties seek and find stuff and tips and aids to go forwards. For example the big truck needs spares that scouts may find after random time or they can find good water sources and/or protected camp sites. People sent to scout are not available for daily grind.
-Player can decide to move the camp at good order. Everything is packed and caravan moves according to set route until it hits obstacle (which scouts have not found previously) or suitable place player has decided.
-Player can make a "strategic choice". She can distribute extra food, medical supplies etc that boost NPCs for that day cycle. Alternatively she may shut down activities and shuffle people to rest after heavy scouting/work or recover in camp hospital. (This allows quickly setting up initial positions if number of NPCs to be controlled is large.
-Player may need to deal with a random problem/boom. This can be for example an opportunity to start up a just found water pump in camp. This is a simple way to insert special missions to player.
2) After this the map goes to camp view. NPCs are in their "strategic choice" initial positions where they stay for most of the day. NPCs would move to eat or new jobs according to their AI. Player can boss them (just like in DK games mentioned before) to get extra effect.
-Note: Some character will almost certainly be out of camp foraging.
3) After several in-game hours the night comes and camp activities turn to survival. Number of monsters should be related to noise (perhaps geometrically?)
-At this time those foraging are at extreme danger so players should think about boon from foraging versus danger when doing long trips.
-Defense should be easy against individual monsters but get difficult as monster numbers grow. Monster need to be slow so player team can run away from them to escape (by running off the "camp map" --> going back to map mode).
Once characters have either survived the night or escaped the new day starts with a new strategic turn menu goto 1. If they are on the run they should have considerably fewer options.
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I think that the role of player is a invisible (not seen) character who is leader of the group. She moves with mouse to necessary position, makes action/order and NPCs react to her doing it.
At the beginning of game character is created with simple back story. Her past experience may give her special edge in bossing some issues. For example engineer gives extra speed to fixing things, ex-soldier gives extra success in scouting, MD allows injured people heal faster (higher chance to have wounds fixed per day cycle).
I'd want to have some sort of personality mechanism but I think that above mentioned method would be far easier to implement and thus safer from project management standpoint (one should know her limitations).

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