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dtg108

What would you want from a zombie apocalypse simulator.

25 posts in this topic

Hey guys, first of all, I'm going to make this short, as I'm on my phone. A while back I posted about feedback for my idea. Now, since we are working on models, we want to know: what would you like to see in a zombie simulator? In our MMO, we will make it where you have to eat, sleep, drink, and pretty much, survive. We were just wondering what you would like to see in this game.
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Though I'm with samoth, the zombie topic is really dead, kind of... but taking a look at the avatar of dtg108, I believe that he will not change his mind :D
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^This^

What I really hated about DayZ apart from the bugs was the zombie behaviour. Those spatic, zig-zagging, hawk-eyed sprinters... really killed it for me.
I'd like to see some more complex behaviour. Different types of zombies, with fast and aware types being the exception.
"I am legend" types would be pretty cool, you know, thoses that only come out in the dark.

Some kind of alliance system with base building, safe-zones, pvp.
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Wha tI want from a Zombie apocalypse simulator:

- To be like NeoScavenger in 3d and in real time.
- To NOT be multiplayer at all, specially MMO.
- To be necessary to wear chemical suits, and avoid all physical contact with zombies. Edited by Luis Guimaraes
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[quote name='Ashaman73' timestamp='1353585492' post='5003208']
... but taking a look at the avatar of dtg108, I believe that he will not change his mind
[/quote] Sorry, but it's true :D. Please din't suggest not using zombies.

Anyway, I've decided to use some of the ideas you guys suggested. Here's what they are so far.
[quote name='Hodgman' timestamp='1353585623' post='5003209']
DayZ (hardcore, lawless, survival), but without the cheating epidemic that ruins DayZ
[/quote] Agreed, we will have classic zombies, the slow moving, mindless ones.
[quote name='Hodgman' timestamp='1353585623' post='5003209']
with more tools to allow for attempted civilized interaction with other survivors.
[/quote] Also agreed, we will have a surrender system, as well as a couple of other features allowing you to communicate more directly.
[quote name='Hodgman' timestamp='1353585623' post='5003209']
Also, infection. You get bit and you've got to hide it from your crew, lest they shoot you before your time is up.
[/quote] You sir are a genius! I hadn't even thought about this, but I'm definitely using it.[quote name='Hodgman' timestamp='1353585623' post='5003209']

If instead, the world was 10000 times bigger and no 'sharding' was used, it could be pretty damn epic.
[/quote]Yes, the terrain is in production, and it is way bigger than Day-Z's terrain. Also, only about 50-100 to a map, because it will be bigger than Day-Z.

Thanks for the ideas guys, keep'em coming :D!
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Crowds, real threatening crowds of humans and zombies and the true spread of panic and confusion. Watching the faces of people shift from being unsure and unsettled, to worry, to panic then to horror and true fear and flight. Dynamic true sim of group fear during a disaster. If this is meant to be a simulator then this is the angle you should explore, navigating the chaos of panicked dangerous people. Capturing the emotional distress of the masses and the true disaster of the chaos these masses create. Zombies aren't scary, people are scary. Zombies (like all monsters) just show a side of people that we can't escape.

I disagree with this being something other then a zombie game however if its suppose to be a simulation, then zombies should be just another part of what is the real survival during this type of apocalyptic outbreak. Since the real threat is surviving each other. Finding ways to survive together (this is why walking dead is so go).

The book World WarZ explores the idea of people losing their mind and believing that they are zombies and how dangerous they are because although they can feel pain they have full mobility these are proper running zombies.
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-Good armor and all, and good health-kits, and so that you fall easily and people can take ur stuff, but you will likely be able to heal yourself or be healed. In most games the enemy needs to kill you to get your stuff, i find that annoying.

-Ability to build an awesome base out of planks and random metal pieces, and surviving there for a year with your rainwater gatherer and carrot farm.

-Zombies or whatever you will use should move in groups and less often individually. Groups should move slow. So if you are scouting its easy to avoid them but if a large group is slowly advancing right towards your base you have a problem. Individual zombies shouldnt be a problem for bases because they shouldnt dig and investigate everything on their way.

-Making huge reserves of everything like loaded batteries and food and resources is fun.

-Vehicles like bikes and trailers and whatever because fuel is rare

-Ability to communicate
*Diaries
*Player in game drawable maps
*Smoke from fires
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- Colossal map.
- Hunger/thirst simulation
- 10-50 players per server. Incentivise sticking together in smallish groups, but not too large. Battle other groups to get their resources
- Guns and ammo are rare and valuable
- Fast zombies, slow zombies, large zombies, small zombies, zombie dogs, zombie fish...
- Motor vehicles, but also bicycles, horses, rowboats.
- Make fuel a (valuable) commodity
- Build a fortress and craft items (traps, explosives, weapons even) from stuff
- Make it winnable (maybe make one game mode winnable) Eg - "the chopper arrives in 10 days, survive until then", or "the zombies spawn at the evil pentagrams scattered about the map, visit and destroy these to win" - forces players to explore the map.
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[quote name='hupsilardee' timestamp='1353617435' post='5003313']
- Make it winnable (maybe make one game mode winnable) Eg - "the chopper arrives in 10 days, survive until then", or "the zombies spawn at the evil pentagrams scattered about the map, visit and destroy these to win" - forces players to explore the map.
[/quote]
Like, boost a character, win the game, repeat with a new character (another survivor) but gets a bonus for how many times you've "completed" the game?
I can see something interesting in that, kinda goes back to the idea of having a fun game LOOP.
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I touched in another thread about factionalization, improvisation, more realistic weapon scenarios, and things of that nature. Focus on implementing a realistic health, combat, thirst/hunger, and human interaction (ie. the consequences of killing somebody) and make the gameplay solid.
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I touched in another thread about factionalization, improvisation, more realistic weapon scenarios, and things of that nature. Focus on implementing a realistic health, combat, thirst/hunger, and human interaction (ie. the consequences of killing somebody) and make the gameplay solid. Also, as a zombie nerd and manager of a family run zombie company, I feel safe in saying that us zombie fans want to be able to hole up and make a fortification. We want to be able to make harrowing supply runs, drag our wounded back, post lookouts (with long range weapons of some sort), and when our system inevitably fails, we want the satisfaction of a last stand against the zombies where we use everything we've got with massive losses on both sides. For me, part of the thrill is stocking up the weapons, explosives, manpower (etc. etc.) to let it all rip at once before I go down.

That, and any kind of experimentation is a plus. You're a hobbyist, right? Fresh out of the market with no job to lose or no fans to disappoint. If you're in it for the passion like most of us, there won't be any loss from a bad experiment, and you can have a lot of fun with it.
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Looks like my last post was fairly well appreciated so here are some more suggestions

- Zombie body parts come off. Can't think of any games that do this even though it would be fairly easy to implement.
- Auto turrets that need to be repaired and reloaded
- Lots of traps! Mines, beartraps, barbed wire, razor wire, pits/trenches with spikes at the bottom, Star Wars Ewok style falling/swinging logs. (Rolling logs off an elevated position to crush enemies is in both Crysis and Oblivion, and probably more)
- Stealthy weapons so I don't alert nearby zombies (and marauding players that want to get their dirty mitts on my ammo). Crossbows, throwing knives, ninja stars.
- Samurai swords and chainsaws, obviously, and maybe some blunt weapons: sledgehammers, baseball bats (with or without spikes), crowbars
- Sniping from rooftops. Love sniping, in any game.
- Exploding barrels. Every good game ever in the history of gaming has exploding barrels. (half life. crysis1+2. etc). Is this going to be a good game? Yes. Thus according to theorem 2.2, the game will contain exploding barrels. As a fun twist, make them indistinguishable from normal barrels.

Wow I have been in quite a creative mood this last week! (Or perhaps a destructive mood ;))
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[quote name='dakota.potts' timestamp='1353649953' post='5003392']
I touched in another thread about factionalization, improvisation, more realistic weapon scenarios, and things of that nature. Focus on implementing a realistic health, combat, thirst/hunger, and human interaction (ie. the consequences of killing somebody) and make the gameplay solid. Also, as a zombie nerd and manager of a family run zombie company, I feel safe in saying that us zombie fans want to be able to hole up and make a fortification. We want to be able to make harrowing supply runs, drag our wounded back, post lookouts (with long range weapons of some sort), and when our system inevitably fails, we want the satisfaction of a last stand against the zombies where we use everything we've got with massive losses on both sides. For me, part of the thrill is stocking up the weapons, explosives, manpower (etc. etc.) to let it all rip at once before I go down.[/quote] All I have to say is: yes.
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Hey, [url="http://www.gamedev.net/user/174694-hupsilardee/"][color="#284b72"]hupsilardee[/color][/url], I'll tell you some features from your list that we were going to add already:
[quote name='hupsilardee' timestamp='1353721102' post='5003632']
- Stealthy weapons so I don't alert nearby zombies (and marauding players that want to get their dirty mitts on my ammo). Crossbows, throwing knives, ninja stars.
- Samurai swords and chainsaws, obviously, and maybe some blunt weapons: sledgehammers, baseball bats (with or without spikes), crowbars
- Sniping from rooftops. Love sniping, in any game.
[/quote]
Here are your brilliant ideas that I didn't think about adding that I will add:
[quote name='hupsilardee' timestamp='1353721102' post='5003632']
- Exploding barrels. Every good game ever in the history of gaming has exploding barrels. (half life. crysis1+2. etc). Is this going to be a good game? Yes. Thus according to theorem 2.2, the game will contain exploding barrels. As a fun twist, make them indistinguishable from normal barrels.
[/quote][quote name='hupsilardee' timestamp='1353721102' post='5003632']
- Zombie body parts come off. Can't think of any games that do this even though it would be fairly easy to implement.
- Auto turrets that need to be repaired and reloaded
- Lots of traps! Mines, beartraps, barbed wire, razor wire, pits/trenches with spikes at the bottom, Star Wars Ewok style falling/swinging logs. (Rolling logs off an elevated position to crush enemies is in both Crysis and Oblivion, and probably more)
[/quote] Thanks, and keep sending ideads!
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You should make a Black Friday game ;D no need for zombies. Surviving a store is scary enough on Black Friday.

Have you played Left 4 Dead? I'd say it sets the bar for zombie combat. Plenty of dismemberment there. However realistic weapons use here could be interesting (since you're looking to simulate).

You should consider the use of zombies as well, being able to trap them "alive" and use them as weapons against other dangerous survivors could be interesting. The idea treads on some grey area but I've never seen this done in a zombie story (short of necromancers I suppose).
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[quote name='Mratthew' timestamp='1353725990' post='5003648']
You should make a Black Friday game ;D no need for zombies. Surviving a store is scary enough on Black Friday.
[/quote] YES! lol.
[quote name='Mratthew' timestamp='1353725990' post='5003648']
You should consider the use of zombies as well, being able to trap them "alive" and use them as weapons against other dangerous survivors could be interesting. The idea treads on some grey area but I've never seen this done in a zombie story (short of necromancers I suppose).
[/quote] Good idea, might use it!
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What kind of game are you exactly trying to make?

Something like Urban Dead with humans vs zombies (where both groups are players) or something like Die2Nite/Left4Dead where players cooperate to survive against hordes of NPC zombies?
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Not sure about zombie apocolypse simulators, but I've recently been playing Planetside 2 and I really like it, particularly for the faction involvment.

Basically, in PS2 there are three empires waging war over territory and that territory gives resources to the controlling empire. Players each choose an empire and can play classes (switching between them as needed) to help support their team. In addition to things like Heavy Infantry, Light Infantry, and Infiltrators (basically snipers with cloaking and hacking ability) there are also Combat Medics and Engineers.

I particularly enjoy playing Engineer because it is the class that repairs vehicles, base turrets, and generators to help defend bases. As an Engineer, you can get a decent amount of experience just by going through a decent size base and fixing up all the busted equipment after your team secures it.


How does this apply to a zombie apocolypse? Well, suppose there are several factions of survivors in the world and they all want to take control of the surviving infrastructure. Say:

Loyalists - They believe that just because the world is infested with zombies doesn't mean their nation is gone. They work to enforce the laws the old world had, restore it to its old glory, and deal with any traitors or looters they see. The land and buildings were once property of the governement or its citizens and since they are carrying on its legacy then naturally they should have it all.

Raiders - This faction was fed up with the old government and its rules and like this zombie-filled environment just fine, thank you very much. Oh the zombies are dangerous, no argument there, but the Raiders are more dangerous! Raider government is ruled by the strong and the weak either get looted or make themselves useful. They will take anything they want.

Intellectuals - These guys saw the problems of the old world and wish to improve upon it, with the power of SCIENCE and LOGIC! They know all about history and science and socioeconomic theory so they will be much better suited to creating a perfect world from the ruins of the old one, and theirs will be efficient and fair and everything... now all they need to do is deal with these zombies, rival factions, and collapsed infrastructure.


Basically, three factions with their distinct flavors and these groups all want to take control of the area. Players may start out on a team or be nonaligned. Once they play, they can either be more assault based to take out the zombies, or loot buildings, or maybe work as farmers, engineers, or medics to support the other members of their team. Depending on how resources are made, or rather the effectivness of farming vs looting buildings there could be players who would rather play some sort of in-game farming simulator to get resources for their faction. Resources that could be looted by their rival factions.

Or maybe there are various 'farms' set up around the map and players can work them regardless of allegiance, but the farm itself can be contested through some sort of capture the flag game. Basically, farmers work the field and the factions fight to control one building where the food is stored. Ideally, the farm can be taken over by anybody with the workers just doing their job and paying tribute to whoever is their new overlord this week. So long as said overlord keeps the zombies at bay, they don't mind (though life might such under the Raider faction).

Actually, the farmers would most likely be NPCs or invisible while players just help to boost the farms productivity.

Of course, along with the three main factions, the zombies are a constant threat in and of themselves and there can be plenty of unaligned players doing stuff. Some players might find out ways to control the zombies and maybe lead hoards of them into enemy bases to stage assaults, or lead them into traps to help their faction clear out an area.


Anyway, just tossing out that after a zombie apocalypse it would make sense for groups to form for mutual protection and to control the remaining resources.
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Randel, I really like your ideas and haven't thought about it in that way. I don't think we will make it like 'classes' on multiplayer, but more like during missions. During a mission, we could be entering a place to loot it and get shot at. Then, they could say that they were 'loyalists' and they work for the government. You try to tell them that there is no government but they won't be convinced. Eventually, you have to kill them. Some things like this could really run well in a storyline, I like it!
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