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dtg108

Zombie Game With Fallout Feel?

12 posts in this topic

Hey guys, my programmer is GREAT and he is making an advanced system for a Zombie game with a story, survival, and co-op mode. The system is based on Fallout (mainly 3 and New Vegas). I was just thinking, how would you feel about a system like that?
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The fallout: New Vegas game is perfect for a zombie survival. Hardcore mode has stuff like health and food requirements if you look at it.
I think its a brilliant idea. the gameplay for New Vegas was slow paced and peacefull when you wanted it to be and fast when it was needed. What do you mean its bassed on Fallout though? Fallout 3/NV are completely different games to their predecessors.
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[quote name='Burrowing Owl' timestamp='1352158441' post='4997789']
If you want some good feedback on this please give me more detail.
[/quote]
Here is what programmer said:



The kit will have some useful mechanics that can be applied to a survival game. I have based my ideas on Fallout, yet I'm going a few steps further. In a survival game the player will gather most of his items from loot, and here the lockpicking mechanic will make the game more interesting and realistic. I'm thinking on a DayZ style, where you are afraid of being surprised by a zombie, and you hurry to unlock a vault that might contain some weapons. You have to decide whether to spend time lockpicking or run to a safer place, so there is a portion of strategy. But the locks are not as simple as in Fallout, there will be several parts that you have to move in order to unlock it. These puzzles can be as easy or as complex as the designer wants. Another mechanic that will be useful is the skill trees, that are pretty similar to Fallout. I haven't decided yet, but there will probably be drugs, and the player will suffer withdrawal effects when he runs out of supplies just like Fallout. The combat system won't include V.A.T.S., because it's not possible to implement bullet time in a MMO game (you can't freeze everyone's time). But I'm adding customization with fighting techniques that I think people will like, and won't see in other games. And finally there are crafting and hunting mechanics, so the player will be able to build weapons and survive in the wilderness.
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Sounds like a laundry list of desirable mechanics that may or may not get along well, with an unusual emphasis on lockpicking. The "MMO" surprised me, though.

I think all those features, including lockpicking, can be included in a fun game. Fallout 3 was fun, after all. Multiplayer in such a game might be dodgy. If there's PvP as brutal as DayZ's, I expect a lot of people to get killed while picking locks.
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[quote name='Iron Chef Carnage' timestamp='1352264618' post='4998342']
If there's PvP as brutal as DayZ's, I expect a lot of people to get killed while picking locks.
[/quote] I agree, however, that's part of it. We expect to capture the "simulator" side of things rather than the "blow a bunch of zombies heads off" type.
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I'll be honest; I was kind of interested in the thought of all these mechanics working together though it did just sound like Fallout 3 without VATS, less health, less of a dumbed down lock-picking, and zombies instead of ghouls and mutants.

And once I read the whole "MMO" part, I immediately lost any interest I may have had.

I'm not going to say that an MMO isn't do-able or is too massive because we know it can be done and you'll hear lots of people telling you to slow down. What I will suggest though is to take a look at how many MMOs there are or have been and how many have flopped, switched to f2p, or even just disappeared after only a few months. And a lot of those had MASSIVE amounts of funding and many more people on the team than just one programmer. These are games that took years to develop, millions to build and buy servers, and still they lose money.

To me, any "MMO" project is like a vile poison that'll eat up all your time and cost you more money than you even want to think about.
But hey, that's just my 2 cents. [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
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[quote name='DaveTroyer' timestamp='1352313765' post='4998522']
To me, any "MMO" project is like a vile poison that'll eat up all your time and cost you more money than you even want to think about.
But hey, that's just my 2 cents.
[/quote] Yes, we've talked about this, and we've decided to put in less "MMO" and more "FPS simulator".
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Ah. I just responded to your other post. In regards to my suggestions of weight, fatigue, rarity of certain ammo types, drawbacks of different types of melee weapons, melee damage based on weight of firearms (etc.) I believe after reading this that those things are even more important if you are going for a "simulator".

Remember, at least for a couple of years, you will always be compared to Day Z. Be different or be better is my advice.
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The problem i see about it being an MMO is that there are many competing games that are already being made. just look at how many of them have failed.
I would really like to see a single player game more. Multiplayer zombie survival games just end up with everyone shooting each other and are no fun at all.
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[quote name='dakota.potts' timestamp='1352337923' post='4998677']
Be different or be better is my advice.
[/quote] That's pretty straight but good advice! People say that our ideas are just like that game, but they don't understand that we are presenting it completely differently.
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Unfortunately, it's not their responsibility to and many won't take the time to see that. The proof has to be very easy to see.
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[quote name='dakota.potts' timestamp='1352341708' post='4998706']
The proof has to be very easy to see.
[/quote] I understand and agree. I think that once we get some gameplay/pics out, they'll see.
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