Difference between revisions of "Talk:Zombie Apocalypse"

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(PlopperZ)
(Desired roles: Me too!)
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* Dutch_Cap
 
* Dutch_Cap
 
* Hiroe
 
* Hiroe
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* javaJake
  
 
== Programmers ==
 
== Programmers ==
 
* Dutch_Cap
 
* Dutch_Cap
 +
* javaJake
  
 
== 2D Artists ==
 
== 2D Artists ==

Revision as of 22:42, 22 April 2008

First round, user ideas

See the forums for more info about this part/page.

SharQueDo

Idea: 2D top-down zombie survival game (or maybe 2.5D like GTA1/2). One large world where people are marines or survivors working together, and all zombies are NPCs. Players start in a secure area (hotel?) with lesser zombies around it. If players decide to move away the zombies get stronger (and maybe more exotic zombies/creatures appear, harder to kill). Realistic weapons (machineguns, rifles, pistols, even a grenade launchers or bazookas ). Level-up system, you get XP per zombie kill, which you can improve yourself with a stat-based system (max health, max ammo, and special passive skills that increase your ammo generation very slowly for example). For those who know it: GTA meets Crimsonland meets UT2004RPG Invasion.
Motivation: filling in soon

Role in Project: Tester, Musician, Level Designer
Experience with said role: I've made quite a few music tracks in the past, mostly dance/trance, but I'm currently busy with more ambient stuff. Tools of the trade: FL Studio.

Hiroe

I suggest a fps/tds that works on a server/client system. using the quake? engine (team fortress classic was made using it) or the empty clip engine, our game would have balanced attributes and the zombies would be controlled by one dungeon master picked at the beginning of each round. s/he should be able to select zombies and move them as well as create zombies.

sorry if I don't format thing well. this is my first time Reilly editing a wiki.


PlopperZ

FPS using the Quake engine or similar. Be basically an ongoing Team Deathmatch on a giant map with Zombies(Players & Bots) vs. Humans(Players). Except with a bit of a story and goals/quests to complete, the player can decide what to do, such as join a gang of other players, be a merchant and sell valuble goods to other players and/or do many other things. There would be lots of buildings and things to hide behind, as well as vehicles. It would have little or no confusing RPG stats.

Desired roles

While all contributions will be welcomed, please only fill in your name if you're willing and able to spend at least a couple of hours on "Zombie Apocalypse" every week. Note that signing up here does not guarantee involvement in that particular role or in any way. If you think we're missing a category, feel free to add your own.

Game Designers

  • PlopperZ
  • Dutch_Cap
  • Hiroe
  • javaJake

Programmers

  • Dutch_Cap
  • javaJake

2D Artists

  • PlopperZ

3D Artists

Level Dsigners

  • PlopperZ
  • SharQueDo
  • Hiroe

Sound Designers

Musicians

  • SharQueDo

Game Testers

  • SharQueDo
  • Hiroe

Marketing and Management

  • Hiroe

The game choices

the first thing we want to decide is what kind of control scheme to use:

Top Down Shooter- this is in the style of the first gta game. we could probably adapt the empty clip or FIFE engine for this.

First person Shooter- any quake game will do for this.

The next thing should be how do we control zombies?

npc control

player controlled using an rts like interface

player controlled

multyplayer is next

mmo

this is probably the hardest to code. I do not suggest it ~Hiroe

server and client

RPG elements

none

full rpg, with leveling and stats

passive progression-your stats and skills progress over time by using them ie: you use a pistol to kill 100 zombies and you get better with a pistol.

Balanced attributes-you have a number of points you can assign to stats and skills. you do not get more points.