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Here is a list of stuff I would put into a game if I can get enough people to help me make it.
At first it would be a single player, just trying to stay alive kind of thing. Eventually though, I would like it to progress into more of a console-worthy game with missions, a storyline and all that stuff. Maybe even create an MMO type game where people can partner up/group together and survive or backstab each other.
Suggestions welcome, but please post as a thread. Do not edit the list!
Also, if anyone would be interested in helping me make this game a reality, send me (BobMcBobbertson) a message!

I am collaborating with people (who would like to remain unnamed) on creating a Flash prototype of this game.

I am trying to make a map, but it's not turning out like I want it to.

Character Building:
Combines 3 factors: body type, job, and hobbies.

Body Type: Large, average, athletic.
Large: -5% speed, loses 1 FP every 1.5 hours.
Average: Normal
Athletic: +10% speed and +5% dmg w/ all melee, but loses 1 FP every 45 minutes

Jobs:
Choose 1

Inmate: Can make knives from debris, pick locks, +30% dmg w/ melee, can hotwire cars instantly.
Starts w/:knife, 9mm +1 xtra mag, stolen sportscar

Police: +25% accuracy & dmg w/ pistols & shotguns, +10% dmg w/ blunt melee, driving expert (2wheel, etc.)
Starts w/: .45 +2 xtra mags, pump 12gauge +10 xtra shells, policecar

SWAT: +15% accuracy & dmg w/ pistols, shotguns, SMGs, & rifles
Start w/: (choose 3) 9mm +1 xtra mag, pump 12g +5 xtra shells, MP5K +1 xtra mag, or .270 +1 xtra mag

Military: +10% acc & dmg w/ pistol, AR, MG, & rifle, +10% speed and melee dmg
Start w/: .45, m16 +1 xtra mag, & humvee

Doctor: Medkits heal 2x health, +30% dmg w/ bladed melee, can cure zombification w/ required supplies
Start w/: knife, 2 medkits (3 uses each), ambulance

Mechanic:
Can fix broken vehicles, upgrade working ones (req's tools & shelter), +30% dmg w/ blunt melee
Start w/: toolbox, crowbar, blowtorch, & custom car (designed on 1st character spawn)

Lawyer: +5% accuracy, dmg, and XP for all humans in a 5 meter radius, +10% XP per kill and mission for self
Start w/: Fancy suit, briefcase, Swiss Army Knife, sportscar

McDairyKingBell Employee: Can cook food, +15% XP per kill/mission for self, +5% dmg w/ blades
Start w/: cleaver, moped, backpack

Small Business Owner: Can choose 4 hobbies
Start w/: penknife, car, .357 revolver

Bartender: Can make alcoholic beverages to increase damage and XP gain, but decrease accuracy, can also make molotovs
Start w/: 5 molotovs, sawn-off 2 barrel shotgun, sawn-off pool cue


Hobbies: Pick 2

Hunting: +15% acc w/ shotgun, rifle, can use bows and crossbows

Video games: +5% acc w/ all guns

Plants: can grow food in gardens (basic veggies give 6 FP), can find wild edible plants

Cooking: cooked foods (except canned and dried) last 2x as long and heal 1.5x health

Sports: +5% speed & +20% melee dmg

Martial arts: +5% speed & +20% melee dmg

Building: can barricade shelter faster and stronger (-10% time, +10% barricade strength)

Tinkering: can repair appliances, upgrade weapons and armor/clothing (your's and others')

Public Speaking: +5% XP, dmg, and accuracy for all friendly humans in a 5 m radius

Student: +10% XP per kill/mission for self

Alcoholic: Can mix drinks for a bonus to XP and dmg, but penalty to accuracy. Can also be used to trade with convoys.

Weapons:

Guns

Can carry up to 3 xtra mags for each gun (except where otherwise stated)

Pistols:
Tier 1: 9mm (15 rnd mag)
Tier 2: .45 (13 rnds)
Tier 3: .50 (7 rnds)
Special: Sawn-off shotgun 20gauge (2 barrel Over-Under) can carry 20 shells

Revolvers: can carry up to 30 extra rounds
T1: .357 (6)
T2: .44 (6)
T3: Medusa (6)
S: Shotgun revolver (.410) (6)

SMGs:
T1: compact uzi (20)
T2: MP5K (30)
T3: Thompson (30)
S: G36C (30)

Assault Rifles:
T1: m16 (30)
T2: AK-47 (30)
T3: FN SCAR (40)
S: SAW (100)

Machine Guns (can be mounted)
T1: PKM (100)
T2: XM312 (120)
T3: XM214 (300) can only carry another 300 rounds
S: Metal Storm (10000) mountable only, cannot be hand-fired

Rifles:
T1: .22 (10)
T2: .270 (7) w/scope
T3: .308 (5) w/scope
S: .50 (5) w/scope

Shotguns: can carry 30 shells
T1: double-barrel 12gauge (2, duh)
T2: pump 12gauge (5)
T3: semi 12gauge (6)
S: Auto 12gauge (10)

Explosives:
T1: Molotov (max of 5)
T2: Grenade (max of 3)
T3: pipe bomb (max 2)
S: RPG (max of 3 rockets), can be upgraded to laser guided by tinker

Special:
Bow (max of 10 arrows, can be retrieved)
Crossbow (max of 15 quarrels, can be retrieved) w/scope
Speargun (max of 10 spears, retrievable) w/scope
Flamethrower (max of 20 gal., 1 gal=1 second of fire)
Trip mines: laser, tripwire, proximity, thermal detection (max of 5 on person)

Melee Weapons:

Play Dead Rising and eliminate the goofy weapons (for example: teddy bear, soccer ball, etc.)
Basically 2 types: Blunt & Bladed


Players' & Zombies' Health:

PCs:
Have base 100 health, when PCs get to 0 health, they turn into zombies!

Zeds:

Have base 150 HP, regenerate 2 HP/minute, become more corpsey-looking over time, AI characters will comment on "bad smells" when Zeds are near. See "Zombie Types" for more on zombies.

Fire does 2 dmg/sec
Zombie bites do 10 dmg, +1 dmg every 5 minutes until cured by a doctor, medkits bring HP back to a max of 90
Gun dmg depends on gun and place hit (ex: 9mm bullet to arm=10 dmg, 9mm to chest=20 dmg), all headshots=1 hit kills
Bare hands do 1 dmg per hit, plus any blunt melee modifiers
Decapitation = instant death, as do close/big explosions (no coming back as a zombie for PCs)

Respawning:
When a human character dies, you have the choice of either respawning back at the last place you slept, or resurrecting on the spot as a zombie (unless you were decapitated, or caught in the very middle of an explosion, then, unfortunately, you are permanently dead, sorry). If you come back as a zombie, you have to wait 5 seconds to respawn. If you respawn at the last place you slept, you must wait 60 seconds.

Sleeping:
Regenerates 1 HP/min, + another 5 every 5 minutes (5min of sleep=10 HP). While sleeping, screen goes dark (about a 75% opacity black filter), takes 5 seconds to get up and equip last weapon. Also, you do not lose FP while sleeping.


Inventory System:
The inventory could work like the one in Diablo where certain items take up a certain number of squares. An example would be a knife takes up 2 squares, a magazine takes up 1, single bullets can be stacked up in one square (amount per square depends on caliber), etc. You can increase your inv. space by acquiring backpacks, duffel bags, etc.

Barricades:
When you have taken shelter in a building, you can choose different methods of barricading yourself in. Barricades have "health" which is represented by armor. This is exactly like player/zombie health, but all hits everywhere on the barricade do the same damage.
Closed doors/windows: 10 armor, weak, takes 1 minute.
Locked doors/windows: 15 armor, not very strong, takes 2 minutes.
Light: 25 armor, kinda strong, takes 5 minutes.
Medium: 40 armor, strong, takes 10 minutes.
Heavy: 60 armor, very strong, 20 minutes.
Very heavy: 100 armor, super strong, 30 minutes.
Super heavy: 200 armor, nigh impenetrable, 45 minutes.
The times are cumulative, the longer you work on the barricades, the higher they go. For example, if you work for a total of 15 minutes, you'd have a medium-heavy barrier w/ 50 armor. If you work on it for another 15 minutes later, you get a heavy barricade. This is in real life time, not game time. These Barricades apply to all entrances to your shelter, so it takes 20 minutes to heavily barricade both a 3-room apartment and a 7 room house.

Hunger System:
Every day, your character must eat at least once,and that is just to survive. Hunger is measured in FP (food points), you have 24 FP (48 in online, some people have lives), you lose one every hour. In single-player, one day = 4 hours. In the MMO, it's one real day. If you don't eat, you will begin to lose 1 health every hour. Some foods can be eaten more than once. 1 pizza=8 slices, 1 slice=6 FP (that's 2 days worth of food, so long as you don't eat them all at once!), 1 loaf of bread + pack of meat= 10 sandwiches, 1 sandwich=12 FP!, etc. Do not eat spoiled food! Spoiled/rotten food will take away 10 health and 4 FP. Canned/dried foods never go bad, but give less FP than fresh foods (fruit, meat).

Alcohol, Tobacco, and other "substances"
Alcoholic drinks provide a 10% bonus to melee damage and XP, but have a -10% accuracy penalty
Cigarettes give you +5 cool points per second, and take away 1 hp every 10 seconds, to a minimum of 5.
Certain illicit substances (meth, PCP, marijuana, etc.) are ONLY good for trading to the "junkie" on the trading convoys.
Alcohol and cigarettes can also be traded to all people in the convoy (unless there is a minor in the convoy, they don't get to have them).

Zombie Types:
The zombies in the game are not exactly like the Solanum/Romero zombies where only headshots kill them, they're more like a combination of Resident Evil zombies, Dead Rising zombies, and 28 Days Later infected. During the day, they're slow and shambling, like normal zombies. At night, however, they become faster, so it's best to find a place to barricade yourself for the night and sleep or whatever.
AI Zombies:
React to sounds, suchh as talking, footsteps, and gunshots. Will follow you until either (A) you kill them, (B) you get a mile or so away, or (C) they see something tastier then you. If the zombies see you duck into a shelter, they will relentlessly attack the entrances until they get inside, or one of the above things happens.

Player Zombies:
Are exactly like AI zombies except player controlled, and slightly faster.

Vehicles:

Each vehicle has Toughness Rating (TR), Gas Rating (GR), Top Speed (TS), Cargo Space (CS), and Passenger Space (PS). Ratings are like grades, A=good F=bad. CS is measured exactly like inventory space (in squares). Cargo space CAN be turned into passenger space (1 person takes up a 3x6 area), and vice versa, but passengers cannot shoot out of cargo space (except for in pickups and certain modified vehicles).

Your own 2 feet: TR: your health, GR: 1 FP per mile travelled, TS: base is 8 mph, PS: +1 person piggybacked/fireman carry
Bicycle: TR = F, GR = 1 FP per 5 miles, CS = + 2x2, TS = 15 mph

Moped: TR = F+, GR = F+, CS = + 3x3, PS = +1, TS = 30 mph

ATV: TR = E+, GR = E, CS = + 4x4, PS = +1, TS = 35 mph

Humvee: TR = B+, GR = E, CS = + 8x8, PS = +3, TS = 70 mph

Hummer: TR = B-, GR = D-, CS = + 6x6, PS = +3, TS = 65mph

SUV/Ambulance: TR = C, GR = C, CS= + 10x10, PS = +5, TS = 75mph

Bus: TR = C, GR = D, CS= + 7x7, PS = +10, TS = 60mph

Car: TR = D, GR = B, CS= + 7x7, PS = +3, TS = 80mph

Motorcycle: TR = E, GR = B, CS= + 4x4, PS = +1, TS = 90mph

Hybrid car: TR = D-, GR = B+, CS= + 7x7, PS = +3, TS = 80mph

Pickup: TR = C+, GR = C, CS= + 8x8, PS = +1, TS = 75mph

Semi: TR = B+, GR = E, CS= + 20x20, PS = +1, TS = 60mph

APC: TR = A, GR = E, CS= + 6x6, PS = +5, TS = 60mph

Zed-Mobile (for moderators, staff, and admins): TR: A+, GR = A+, CS= 50x50 PS= +15, TS = 130mph

Upgrading:
Tinkers can upgrade weapons and clothes, mechanics upgrade vehicles, builders upgrade buildings. Vehicles are modified in garages, weapons and armor are upgraded on workbenches, and buildings are upgraded from the build site (which is a pre-designated area in certain improvable buildings). You need at least a toolbox for upgrading.
Vehicles can be upgraded in these areas: Engine, Armor, and Cargo.
Weapons: barrel (increases dmg and amount of add-ons), stock (increases accuracy), magazine (more bullets), sights (increases accuracy and can add scopes to certain guns), action (can turn semi-auto guns into full auto), add-ons (lasers, lights, grenade launchers, bayonets, etc.)
Clothing: protection, pockets (each pocket = 1 square)
Certain buildings can have rooms/floors added on, be decorated, or can be demolished in order to build a new shelter from scratch.

Zed Bunkers:
These fingerprint scanner protected safehouses are available only to moderators, admins, and staff. They are impenetrable, and have an infinite supply of food, ammo, and medkits. All Mods, admins, and staff respawn at the nearest bunker when they die. Each bunker also has one Zed-Mobile, that respawns if destroyed or abandoned for longer than an hour. Zed-Mobiles can only be cosmetically upgraded (spray paint, stickers, decals, etc.) The Bunkers come with 4 machine-turrets (one on each corner, mounted on platforms a story above ground, accessible by ladder), 2 auto-flamethrowers (mounted next to entrance, they flame any zombies or non-essential personnel that come near the entrance).

Convoys:
Consist of anywhere between one and 15 vehicles, from the list of vehicles above (excluding the Zed-mobile). Traders are AI controlled, and range from one guy driving a pickup full of canned food, to a 50-person group driving an assortment of vehicles and carrying everything from a pack of cigarettes to a military-issue RPG. The traders themselves range from a 13-year-old girl to a fifty-year old man, to a 27-year old National Guardsman. Unfortunately, some convoys are hostile and will try to kill you for your stuff. The easiest way to tell if the convoy is hostile is to pay attention to what they are saying and doing. Use the "Evaluating Fellow Survivors" page to help with figuring out if they're hostile.


Difficulty Levels: (single player only)
Easy mode
Zombie intelligence will be measured on a scale of 1 (a bag of hair) to 10 (Einstein)

OMG! A zmobie! [Note, intentionally misspelled]: (Zombie IQ: 1) The undead hordes will die (again) if hit by a falling leaf. No challenge at all. Few zombies. For those who like extreme boredom.

Look! Two zombies!: (Zombie IQ: 3) Zombies are slightly smarter, and understand the concept of ambushing survivors. Can stand up to multiple pistol rounds to the body. More zombies than OMG. Slight challenge. For casual players.

Hey! That's quite a few zombies.: (ZIQ: 5) Zombies occaisionally carry and use weapons. Even more zombies at once. Zombies can take multiple shotgun blasts to the body. For those who want a challenge.

Holy crap! That is a lot of zombies!: (ZIQ: 7) Zombies frequently use weapons. Can also climb ladders and can only be killed by headshots, explosions, or fire. For experienced players. More zombies than Hey!

Every man for himself! Run away!: (ZIQ: 10) Zombies almost always have weapons, and are pretty accurate to boot. Zombies can only be killed by explosions and headshots. You won't be able to take three steps without a zombie trying to gnaw off your limbs (much like the Overworld map!). Zombies use teamwork to accomplish their goal of eating your face. They will pile their stanky rotten bodies to allow one of their number to get to you, if you are in an inaccessible area. This difficulty is only recommended for expert players and/ormasochists.