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The project name at this time is called "Zombie 101". ----------- This is the opening story ------------ You play the part of a female office worker. You work on the top floor of a high rise office building, going about your day like you do every day, when something bad happens. There's a big flash, you fall to the floor in your office and black out. You come too but it's all very hazy like a blurry vision, you step into the hallway where you are attacked by a group of your formal co-workers, who are now zombie like creatures. Gasp! You are pushed aside by a security guard (causing you to fall back into your office and out of site of the attacking zombies) that just happened to be in the area, trying to save you but all he has done is divert the attack from you to himself. You fall back into your office and right before you black out again, you see the heroic security guard mauled by the zombie office co-workers. For the opening story I'll probably just use pictures and text because there's no way I can animate all that. Now when the game starts you'll have a dead security guard outside your office door and from that you find your first weapon. A hand gun. Your goal at this point is to get to the first floor alive. I don't know how many floors there will be right now. The game will also try to make your brain itch with these unanswered questions. What happened and why am I not a zombie like everyone else? ----------- End of opening story ------------ Additional game design thoughts... This will be a standard FPS, get from point A to point B without getting eaten buy your co-workers. At this point, getting to the first floor alive will end the game even though logically, the first floor is meaningless because the whole city is a zombie fest. Since this is a female office worker who probably never shot a gun in her life, having it so that she has difficulty holding and shooting a gun might be fun. For example, it may take a second for her to aim clearly and when she shoots, she recoils and let's out a scream. Just a thought. I don’t want this to be a run and gun like running from floor to floor popping the zombies like your Rambo or something. The idea is to make it seem like your trying to control a scared female who can barely protect herself. The player will have to move around carefully and will perhaps discover things along the way. The office environment will be in complete disarray. It will be very bloody, gory and corpses will litter the rooms and hallways. This title will be for mature audiences. I’m thinking of making her rather talkative. She’ll scream, gasp and comment depending on the situation. If she see’s someone she knows, she may say something like, “Is that Mike?”. To keep the game from being annoying, the option to disable her speech will be available in the game config. Since these co-worker zombies are people she knows, there may be a few specialized zombie models you’ll see only once that she will react to via speech and possibly the way she handles. For example she will see Ken, the office “brown noser” or “her boss” and have no trouble popping a round into his head to end his pathetic life. She may run across her best friend and be unable to shoot. I can see having a little fun with incorporating office personalities into it. If anyone has any additional ideas that could add a little more spice to the game play. Perhaps something for her to do in addition to, picking up weapons, health, finding ammo and getting to the first floor. Simple ideas will be best because I’m trying to keep the game doable. -------------- Current state of the project --------------- I’ve written a 3D engine from scratch that’s almost finished. I’m currently working on the AI. After that, it’s just dump in the resources (models, textures and sound) in. I currently have one floor mapped out and one character I’m using as a place holder for working out the AI movements. I’m rather proud of my runtime PVS (possibly visible sets) design because the map can be unlimited in size, yet polygon heavy. In theory, you can have any number of rooms, hallways, floors and agents without having to load and unload areas. There ya have it. [Edited by - howie_007 on May 6, 2006 11:36:47 AM]

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Actually, a fresh and creative idea... first used in doom 1, probably. :) The lone marine you're playing there actually fights his own team members as zombies. The hardware level back then just didn't make it immersive enough.
On the char's gun skills: make them better with each shot. IE if the player shoots all the time, she gets handy with a gun quite soon. And if s(he) sticks to the corners and runs, the gun skills would stay at zero.
Think about fear level: Make the screen blur when there are lots of mobs around. Instead of a health system (pretty stupid, actually, if you're playing an average not-so-strong woman) make her black out and die if there are *too much* mobs in the vicinity.
Don't forget about flashlights! They create the atmosphere for survival horror games! Make weapons *scarce*! Make ammo even scarcer! So the player has to decide whether he kills everyone or just sneaks past and spends ammo on the big bad boss.
Another idea: what if the girl's best friend has the key in his pocket? And he's a zombie? You have to kill him to get it!
Assume that there are some valuable data in the building. And the girl knows where they are. Make her optionally collect blueprints, paper files, cd-roms and other data to increase final score and maybe unlock content...
Say the zombies are damaged by water (some cutscene to discover this...). If the girl gets to fire sprinkler controls (on each floor), she turns them on and - poof - the floor's cleared! Make the sprinkler access kinda secret, of course.

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And BOSSES - they sould be real BOSSES with suit and tie dressed on, with evil faces and a lot of guns.

Evil secretarys and dumb mailmans.

You should let people to set the faces of their co-workers on monsters - this is kicks ass!

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<< On the char's gun skills: make them better with each shot. Think about fear level: Make the screen blur when there are lots of mobs around. >>

I like that. thanks Cold_Flame!

<< And BOSSES - they sould be real BOSSES with suit and tie >>

Yes, that would be funny!

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I realy like the weak hero idea [smile]
many games out there have female heroes that can smash a zombie for breakfast (TombRaider, different RPG's), which was nice but now is plain old.

Do you have the next parts of the story planned? If so Im very interested to hear them... espcially the ending/reason for zombification.


Some office power-ups can be coffee (better shooting?), the classic med kit, picking up and throwing office items (monitors? printers?)

the girl hero can stop when she goes past mirrors to fix her hair or straighten her shirt, if you dont mind taking the game to a more comic side (Im all for it)
to be more comical you can make the girl frighten from a cockroach (not a huge mutant one.. just a plain one) or you can have the girl worry about some zombie look down her skirt when she climbs a ladder.

good luck!

Iftah.

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Iftah - thanks for the kind words!

>

That's exactly what it is. I never really thought of it in that contex but your right. I was thinking as you make your way around the map, you don't see the crosshairs and the gun like you normally do in a FPS. When you go to fire her weapon, you'll see her raise it with an unsteady hand and give out a grunt before it fires. It will be a little difficult to shoot because her aim will be all over the place. It will be interesting to see if this makes the game play more interesting or annoying.

>

I'm still waiting for devine inspiration for that to hit me.

>

Yes I think that will all be fun. I'm all for working some humor into the game.

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Iftah - thanks for the kind words!

<< I realy like the weak hero idea >>

That's exactly what it is. I never really thought of it in that contex but your right. I was thinking as you make your way around the map, you don't see the crosshairs and the gun like you normally do in a FPS. When you go to fire her weapon, you'll see her raise it with an unsteady hand and give out a grunt before it fires. It will be a little difficult to shoot because her aim will be all over the place. It will be interesting to see if this makes the game play more interesting or annoying.

<< Do you have the next parts of the story planned? If so Im very interested to hear them... espcially the ending/reason for zombification. >>

I'm still waiting for devine inspiration for that to hit me.

<< if you dont mind taking the game to a more comic side >>

Yes I think that will all be fun. I'm all for working some humor into the game.

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I say - dump the gun! Make it a run-for-your-life-through-loads-of-melee-enemies-without-getting-killed game. The point is to get to somewhere safe, not to kill the zombies.
You can use weapons that stun or push back the zombies, like hot coffee(no, not like in GTA), paper spray(if it doesn't work on undead, use perfume or something), fire extinguisher - things your heroine can easily find around the office. I mean, guns need ammo, right? It's kind of hard to find ammo in an office, but coffee cups should be all over the place.

Also. what about rescuing people? Your heroine might find other people who didn't turn into zombies, and like a good horor story, they will want her to help them get to a safe place.

Also, use a context sensetive trap system. Cubicals that can be collapsed, trash-cans that can be ignited, whatever you can think about.

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<< I say - dump the gun! Make it a run-for-your-life... >>

That would be funny. Chances are there may be some of that.

<< what about rescuing people? >>

I thought about that. The plan is to get the simpler ideas in first. Some ideas, as cool as thay may be, could just take too much time to implement.

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All I can say is, PLEASE not another fps with a percentage "health bar." If she gets hit in the arm, it should hurt for a while, impede her aim, then stop hurting after a while. If she gets hit in the eye, the screen should get blurry or something, then return to normal after a few seconds. If she gets kicked in the shin, she should walk slower, with a limp, for a while.

One more thing. DON'T tell the player any of this with some sort of status bar or anything. Have it be evident from the way the character behaves. It would be great if this was extended to other parts of the game--no HUD, just see things happening.

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Quote:
Original post by josh_w314
All I can say is, PLEASE not another fps with a percentage "health bar." If she gets hit in the arm, it should hurt for a while, impede her aim, then stop hurting after a while. If she gets hit in the eye, the screen should get blurry or something, then return to normal after a few seconds. If she gets kicked in the shin, she should walk slower, with a limp, for a while.

One more thing. DON'T tell the player any of this with some sort of status bar or anything. Have it be evident from the way the character behaves. It would be great if this was extended to other parts of the game--no HUD, just see things happening.


In my opinion, this would work in a 3rd person view since the player has some indicator of where the damage was done, showing limping, bloody arms, etc. In the first person however, the player might not realize that they got hit in the arm or leg or have enough feedback/clues to avoid getting those areas hit.

As a compromise you can let the character scream when they get hit in a part like "my leg, that was my best stocking!" to provide additional hints, although it might get repetitive. Maybe just have a dummy that shows body damage?

Another thing to consider is sound as a "radar". How about putting little footsteps icon on the side of the screen where someone/something is moving towards you. make the footsteps faint and gradually become bigger/more opaque as the maker of the sound comes nearer. imagine the screen borders filled with foot icons [grin]

or it might be creepy to see a foot icon at the bottom of the screen (your back) and hear the footsteps then turn around and no one is there.



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I like the idea, however, a few things.
Being a conisuier of all things zombie, I really like your idea. For damage though, I really think that you should make it a "You get bit, you die (turn into a zombie)" situation. You would have to adjust the difficulty of course so that a skilled player could avoid getting bitten at all. I think this is a good improvement from the typical percentage health system. People often think "Well, I can just charge through this crowd of zombies, because there is a health kit on the other side." As in most zombie stories, getting bitten shouldn't be an "Oh damn, that kind of hurt situation", it should basically be the end of the game for them.

If that wouldn't work for your design, you could instead make a "conversion timer" after she gets bit. If she doesn't find a health kit within two minutes of getting bit, she is done, a zombie. I agree with a previous poster that the percentage health system is really lame. I do like the other suggestions as well about impaired aim, vision, and speed due to various conditions.

I always look forward to a good zombie game, and I think you are off to a great start. Good luck, and I look forward to it.
David Thompson

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josh_w314, yapposai, David Thompson...

I'm also a consumer of all things zombie.

You guys are uber cool. I love all these suggestions! I agree with all that you are saying. Having her react to her injuries would be cool. She could say stuff like, "You bit my arm, *#!@!*!!". Having camera movements simulate limping, blurred vission, would also be fun.

Instead of health packs, she starts to turn into a zombie. Imagine her entertaining the thought of eating people but then snapping herself out of it. There needs to be a way for her to reduce it's effect. Maybe once she is bitten, it is a problem she now has to constantly keep under control. She can't be fully healed at this point but can still continue through the game. Perhaps to control the illness, she needs to get something from a zombie. Maybe, drink it's blood. Sorry, I know this is getting gross. How about she has to drink the blood of a living family member or someone of the same blood type? I don't know. It would be cool if it was something very unusual and disturbing.

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Quote:
Original post by howie_007

The game will also try to make your brain itch with these unanswered questions. What happened and why am I not a zombie like everyone else?



Make the answer to the question of why she is not a zombie this:

The female main character, for the past two weeks has been doing easy projects. To do these easy projects she does not need caffeine from the coffee. So she as recently been drinking Decaf. The reason for everyones zombiefication is the regular coffee. And those other people she finds that arent zombies would be the ones helping her on those projects. Close to the end she would figure that out. The reason the coffee is tainted is because the coverment recently started a classified project known as C.M.C.U, or Chemical Mutation Containment Unit. This unit would be to test bio weapons on the public. The female could later on find these bits and pieces of the C.M.C.U files. Bits and pieces of these files could be like:

5-08-06: Subjects have drunk coffee, C.M.C.U is underway
________________________________________________________________________

She would be like what the heck is this and keep the file for further use.

Close to the end of escaping the office building she would relize what had happened then she would try to expose the government, but one problem happens, the government is putting the town on lockdown, she has 24 hours before she is locked in the town to be zombie food. and once she leaves the town she would be the hero for exposing the government.

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Instead of health, you could have scraps of armour that can be destroyed. I know that if I was surrounded by undead creatures, and if one bite or scratch would consign me to the ranks of the living dead, I would be fairly quick to don whatever leather is lying around.

So she's go shoes. A zombie with no legs desides to take a bite out her foot, and sinks it's teeth in. She could abandon the shoe, escaping the zombie. Next she will have to find a replacement shoe if she wants to survive her next close encounter. Of course, the only place to get another one would be from one of those bodies lying on the floor, but are they dead, or a zombie?

Same with leather jackets, scarfs, gloves, motorcycle/bicycle helmets. Some thigns could be discarded, others could become more ragged with each attack. She could get verbally or visibly agitated when her armour is starting to give way, telling the player they have to find something to replace it.

Also, if she's weak, I agree that having contextual traps, hiding places, etc would be a lot of fun, but also more difficult to code than general rules.

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no offense, but "the goverment is testing bio weapons on the public" is pretty dumb... I think even x-files wouldnt do such an episode, and they did some very dumb episodes.
How about a terrorist group, or a mad scientist, or an evil enemy goverment?

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Quote:
Original post by Iftah
no offense, but "the goverment is testing bio weapons on the public" is pretty dumb... I think even x-files wouldnt do such an episode, and they did some very dumb episodes.
How about a terrorist group, or a mad scientist, or an evil enemy goverment?



No, offense but where is your better idea? and The X-Files is a great series

GO SCULLY AND MULDER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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Story idea:

The place where she works develops top-secret stuff for the military, but the upper management is playing both sides (main character of course doesn't know this). They're producing bioweapons for [insert enemy from your favorite war] and they leaked out somehow. Then the question is, how did it leak, and was it an accident? If it wasn't an accident, who did it and why?

Oh, and why is she not a zombie? Because the weapon isn't fully developed and some people are immune.

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josh_w314, Hispanic91, Iftah, CIJolly

One things for sure, this is one creative think tank of game designers.

The tainted coffee idea is funny, it cracks me up. Government conspiracy idea is cool too. I also like the idea of collecting what you need from dead corpses to protect yourself or to replace missing items. The only problem with a company developing a top secrete bioweapon is that it's too similar to "resident evil" game series.

I like any idea that brings the hard realities of the situation and hits the player in the forehead with it.

As for how the zombie thing happened, I'm going to spend some time to contemplate all these cool ideas. Feel free to keep the ideas coming.

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story idea:
How about accidental gene therapy mutations rather than designed viruses?

Perhaps the society was so enthralled by the latest gene therapy drinks/procedures and big busineses are in competition for the next best gene enhancement, etc. Testing a product's side effects to include all possible combinations of gene enhancements from other companies is extremely hard (and costly) some gene therapy products were released without knowing the full consequences. As chance would have it, company A made a gene therapy drug/procedure that is incompatible with company B's products. The unfortunate side effect turning zombie [grin]. The side effect is further complicated by being triggered by external stimuli. I have no idea what could be a good stimuli to turn a city into zombies, though. I am currently thinking of a radioactive/chemical cloud brought about by an accident in a nuclear facility/factory. Normally these clouds are relatively harmless since most people use gene therapy to render themseleves immune to radiation.

The main character considered old fashioned in that she did not use any gene therapy products, thus avoiding turning into a zombie when hit by radiation.

A factory goes boom, everybody turns into zombies except the main character. Add some intrigue, plot twist like some terrorist group who bombed the factory but only meant it to effect the economy, not turn everyone into zombies. The gov't blames the zombies on the terrorists, terrorists blame the companies, etc. Companies disavow knowledge but nobody believes them. Everybody pointing fingers at each other. The govt does what it does best - send out the men with guns.

<Deus ex machina>
Main character's brother is part of the terrorist group and their father works for the company A/B. Both children disagreed with their father's ideals and rebelled. The brother chose the active rebellion by joining terrorists, while the main char took the passive route and just did not use the gene therapy drugs. This also gives the added bonus of allowing the main character some combat training by saying her brother taught her a thing or two.
</Deus ex machina>

<cheezy>
To solve the problem, they have to blow up another factory (with her father, brother) with a "cure" to return at least some of the people back to normal. Family is united, city saved!
</cheezy>

reasonings:

The gene therapy idea is to explain why so many people turned into zombies. I added the radiation as an excuse to have everyone turn into zombies in a short span oftime. From there, the terrorist group was formed to explain the radiation explosion.

as for the game design/gameplay issues:

You get bitten, you wont turn into a zombie for a while, you can get gene antidote pills/drinks designed to undo/slow down the effects of gene therapy drugs.

You can also save some people who were bitten recently.

Some people who are not zombies will turn into zombies when exposed to radiation in some areas forcing the player to use different routes. A clear walkway might be radiation filled so the player has to choose between running to safety but leaving the other survivors or take the other survivors down the tunnels but facing more zombies.

You could have terrorist missions to add some action between the running scenes for people who like shooting and blowing up stuff.


Cars! run over zombies, careful they don't splatter the windshield so much you can't see.

Zombies like the taste and smell of blood, which is salty. You can use potato chips, salt shakers as grenades and distract the zombies for a bit. leave a trail of potato chips for zombies to follow, lead them into a room and shut the door.

feed zombies drugs/stuff. zombies will try to eat anything you throw at them.
sedatives make zombies docile, you can push them for a while to escape/block off doors or lead a group of zombies and pretend to be one to fool other zombies. laxatives ...er.. make the zombie run towards the nearest bathroom? narcotics make the zombies flip out and attack everything in sight, great for using zombies against other zombies. hot chile pepper makes zombies run away.

edit: you can also use the gene therapy to explain different zombie types. people who used gene therapy equivalent of steriods produced faster zombies, beauty drugs produce "beautiful" zombies which look like normal people except they suddenly try to bite your head off. brain enhancers produce smarter zombies. healing/regerative drugs make damage resistant zombies or other mutations like several eyes, etc. people who used viagra could grow tentacles or something [grin]

Sorry if I dwelt on the story parts rather than the design parts. I hope this helps.

[Edited by - yapposai on May 9, 2006 3:43:29 AM]

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Story plot?

How about something a little different? How about a variation on the "gene therapy" theory?

Let's admit there is some lab, up in New York State, where people develop those "alicaments" (you know these yogurts which help recude cholesterol and other nonsensical foods) which has found something extremely disturbing, like a protein which, instead of reinforcing something, in fact disolves Myelin (which is the nerves and muscles essential conduction element) in very specialized areas?

What if said protein disolved speech areas in the brain, and equilibrium, satiety sensation area, drooling, pain sensation, movement coordination, rational and coherent thought areas too. Basically, what you have after said areas are destroyed, is someone who tends to stutter, drool, be unable to focus or to speak, merely groans, insensible to pain, insatiable, and mostly, someone with a lot of empty space under the skull, which explains why they are so damn hard to kill with a bullet in the head, ie a zombie. What if saidf protein was only activated after being exposed to some magnetism and/or radiations? (keep that in mind, it will make sense in a few lines...)

Said protein is just a side product, and in fact a stupid mistake, from original researches in food improvement. Only you find in any lab inducing some high end research someone who is ready to sell both his parents for a few bucks, giving away his great aunt as a free gift. This guy has spotted the dangerous protein, and decided it could make him rich, instead of making the lab close because of unwanted results from Coca-Cola Corp. So the guy steals some vials of leftover protein, and decides he will sell them to someone for big profits. He goes away at night. But he is tired, and falls in New York's state reservoir, in teh Catskills Mounts, and pollutes all the drinking water, which means that everyone who will be drinking water in the next few days will be contaminated.

But your basic girly researcher did not drink water, because she had sunk in alcohol because of a sad love affair ending. And when one of the searchers showed signs of becoming a zombier everyone in the lab reached for their cellphones and started calling for exterior help, which exposed themselves to some close-up radiations and magnetism, turning them into zombies too. Now only the boozers and the homeless who don't drink much water anyway won't have turned into zombies, including those who are dangerously allergic to cellphone technology or pathologically paranoid and who refuse to use something which can be pirated.

Which leave splenty of leeway to adapt the storyline and how it unfolds for your gamers.

Have fun!!

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yapposai, Fournicolas:

I really appreciate you guys taking out the time to type up all these thoughts. I really like where this is going. You've really got me thinking.

Lately I've been thinking the zombie thing could be the result of a natural phenomenon. An exploding meteor or the ozone pulls away for a few seconds over the city and blasts it with solar radiation.

Now I'm thinking it could be a combination of using these gene related products along with the natural phenomenon that triggers this change. Perhaps this girl works for a company that makes these gene products, but is against using them. As she fights her way through the zombies in the office, perhaps she picks up little clues about test information related to using these gene products. Somewhere along the route she discovers a report about unusual side effects of using the product if exposed to ... because of a freak accident in the lab. After that, they were not able to reproduce the same results under controlled tests and the reason for what happened by accident is all theory.

Although I like the idea that the female character can kick but because her brother is some type of special opps or something, what I want to do is keep her an average female. Nothing special. I'm really attracted to the weak hero idea. The weak and frail female over time rising up to meet the challenges. The underdog.

As far as how people become zombies, I'm more attracted to some type of unknown accident, result of two unknown events converging. The mad scientist, government conspiracy or foreign attack have already been over done. I want to see if this can be done without having some type of bad guy or evil entity.

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In my opinion, relying entirely on pure hazard to transform people into zombies leaves to many unanswered questions, the first one being "why?". I personnaly like evreything to be completely rationalized and all questions to have answers before I can start to believe something. On the other hand, Americans believe their politics every day, so it shouldn't be a problem anyway...

And I particularly like it when the answers are both logical and completely plausible within the context. Given that, here, the context is Earth, Nowadays, I'd like a little more plausibility for everything. Zombies are creepy, and I love to believe what I know isn't possible. But to be able to find a reasonnable approximation of the effects of being zombified, and being to reverse engineer whatever happened is always a great joy to me. SO I think it could be nice to have all the story being reverse engineered by the main protagonist while the player is playing it through.

As for my story proposition, I found it nice because the reason for everyone in the lab having turned into a zombie can only be made plain after the main character walks out of the center and witnesses the zombification of someone with a cellphone on his ear. Every piece of the puzzle falls gently into place at that moment, which allows for a great moment of loneliness when the character realizes he is probably alone in a state entirely made of zombies, and that what the player went through is absolutely nothing in comparison to whatever the character will have to accomplish to live through another day.

The nuclear accident and the ozone retiring are just a little too "mid-60s comic book-ish" to me, whereas the evil guy and his voodoo whims are completely too far fetched. And freak accidents only happened to Spiderman and the Hulk. Maybe for Cronenberg's the Fly too. But that's about it. This is about making that horror story as believable as possible, making the player want to disbelief it as much as he wants to believe it possible and plausible. So I think plausibility is the way to go, instead of having nature play random changes at just the right moment for a skirt-wearing scientist to discover her ability to ape her Spec-Ops-member older brother when he dislocates elbows with a shudder and shoots bullets through the eyesocket of a bird sitting on a branch two hundred meters away.

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Maybe the zombie formula looked like ground coffie and was in a similar bag but she made her own decaf coffie...

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how about adrenalin or making the character "snap" at some point. perhaps if the player gets cornered very often, the character's mental fortitude drops and all hell breaks loose. The character screams and is able to push, hit zombies around for a short while then gets weak from shock for a few mins after. kinda like the limit break on Final Fantasy VII but only happens maybe once, just for kicks.


let's just say I had a previous experience where a female friend of mine who is usually quiet got teased past a certain point and proceded to throw punches (good ones too [grin]) and kicks all over the place.

about the GUI, if you are going to continue with the 1st person no HUD gui, may I suggest a hotkey thar makes the character looks at herself and assess damage to give the player status feedback. something like

"hmm... my hair is dry, 1 shoe chewed up, bruises on the arms... and 4 broken nails... definitely not a good day"

later :
"I've got a bleeding arm, and the blood does not match my skirt... luckly I got something to use as a bandage that absorbs blood REALLY well" [embarrass]

still later:
"argh... intestines, hanging out.... makes me look fat.... must find or doctor.....preferably single...." [grin]

some more story ideas:

The character has genetic schizophrenia which is the reason she is not a zombie. In most people, the brain/main personality shut off during zombification. The same thing happned to the main character but her other personality manifested itself when the virus/gene product activated. The genedic disorder also prevented most of the other symptoms of zombification. A bit of a long shot, but still somewhat palatable, I would think.

Then have the journey to the first floor also a journey to collect and hopefully revive her lost personality. photographs, coworkers, settings, etc may slowly provide clues to the player and where to go next and reveal more about the character.

I feel that a game should have at least some closure at the end. If the city is still zombified after getting to the first floor, at least the player may have some fullfilment by making the character whole rather than just surviving a building of zombies (she is still in a city of zombies, afterall).

haiku:

ordinary girl,
trapped with zombies - must get out!
zombies 101.


Good Luck!

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