I've been working passively on this thing for about a week and decided i'd see what the people at this board thought of it.
It's actually a sequel to a mod I made for my friend's first ever game project (a simple ascii-based RPG) which converted it from a generic fantasy world to urban zombie survival.
The rundown:
-Zombie/dumb monster survival
-Procedurally generated world
-Focus is survival and exploration rather than combat
-Item combination (could be viewed as crafting but more comparable to inventory puzzles in point-and-click adventures, no "recipes" involved)
-Role-playing elements, but this does not mean "stats/character progression."
More detail:
Zombies or dumb monsters have infested a city - I haven't done enemy AI or much spriting for characters yet so the final design of enemies could differ, but in the scheme of things we can consider them zombies as they'll likely be unintelligent, won't use weapons and the player will be vastly outnumbered by them.
The world is about a 900x900m area of a neighbourhood based on, i suppose, a charicature-ized northern US town. The actual inspiration for this setting was from some suburbs around Boston so if anyone reading this is from that area, what up.
I'm actually an australian and the architecture and style of the houses from this area are quite alien to me, so i've probably gone a little over-the-top with it. Not sure. The reason I picked this setting is because I noticed the footprints of buildings are quite square which makes them easilly manageable in a randomised world.
I want to create something which feels more exploration and survival based than combat based. To be more specific, I aim to create and continually add as many items as i possibly can, to the point that even playing through a whole map might not result in the player "discovering everything." Rare mobs could be cool as well. Naturally, combat will be present, but I want it to feel like conflict is an obstacle to the real point of the game, survival and exploration.
The survival aspects I intend to simulate pretty deeply. Food, shelter, sleep will naturally need to be attended to, as well as dealing with injury, fever, and secondary maladies. I could go into more specifics about the mechanics of these if anyone's interested.
As for the item combination stuff... Ehhh, I'm pretty cautious of it seeming like the kind of "crafting" system which is becoming popular in games. I'd like to be very clear about my intentions with the item combination mechanic. In pretty much every game i've tried with crafting systems, theres a bunch of items, a bunch of crafting recipes, and the general practise is that people look up recipes other players or the game designer has written down for them to use. I realise I can't stop anyone from doing this (and really, it doesn't matter) but my intention is to have enough items and combinations, and enough relatively simple/logical combinations of just two items, that the player can experiment with what they're carrying and easilly discover new ways to use things. So it will kind of be another "dimension" to the exploration focus, the player will be exploring the map physically, encountering new enemies and areas, while at the same time "exploring" or experimenting with the things they find there. This might sound kind of dumb but I really think experimentation and discovery give inquisitive humans a natural joy and this should appeal to that just fine. Otherwhise, we can always just run around wasting a few zombies til we get eaten.
I say role-playing elements, I mean you literally pick a role to play and stick with it. If you make yourself a character you decide doesn't fit your play style, you can't "level" other stats you want him to have in order steer him in the direction you'll like. You'll need to start fresh - But, that shouldn't be a bad thing. The world is randomly generated so you wont be replaying material with each new character you make.
What's done so far:
So far, the map generator lays out roads and divides the areas of non-road into lots for houses to go on. Currently a house can only take up one lot, but I intend to change that. It's placing one house per lot currently, I intend to let the generator leave spaces between houses for yards or driveways. The generator intelligently picks where each house should face so that their front door exits out onto the sidewalk. I need to draw more graphics to add further variation in the houses :D
The roads are a bit jinky and square-lookin when zoomed out, but the ingame view shows a small enough section that the roads look ok, IMO.
I've also got some very basic groundwork for inventory interface... Currently all that does is load up an array and interpret it as graphical items in an inventory. There's a screen of it below.
I've also got a simple day-night cycle going but I predict it'll need some edits in order to provision it for the use of artificial light sources.
My request:
At this stage I'm really worried my project appears too much like the game "project zomboid" on the surface. I myself think my project has different aims to zomboid but I can certainly see how it would seem to be similar at a glance. I've considered changing the enemies from zombies to some other dudes in an effort to avoid this... If anyone has feedback on the matter, please let me know what you think.
Furthermore, I would love any kind of general comments or questions about the concept. I would espescially like questions because they allow me to further clarify what's in my head to the public, and in some cases, I'm sure there will be stuff I haven't completely thought out yet and it'll be a good opportunity for me to handle those unresolved design questions.
I feel pretty bad about posting a link in my first post, but I'll explain myself.
I've set up a tumblr account for this thing, and as those who use tumblr know, it has an "ask" feature. Using this I hope I can more publicly answer the questions people have about the idea so anyone reading it might not have to ask it themselves.
http://notlp.tumblr.com/
For those of you who have tumblr, I'd appreciate if you "cross-posted" any questions you have both here and on the tumblr thing so that I can keep a decent amount of information and feedback across both this thread and the tumblr page. If you don't have tumblr, or do have tumblr and are too lazy to post twice, completely disregard this :D
PIX:
a WIP shot of a generated piece of the world
a mocked-up "ingame" screen
inventory mock-up
It's actually a sequel to a mod I made for my friend's first ever game project (a simple ascii-based RPG) which converted it from a generic fantasy world to urban zombie survival.
The rundown:
-Zombie/dumb monster survival
-Procedurally generated world
-Focus is survival and exploration rather than combat
-Item combination (could be viewed as crafting but more comparable to inventory puzzles in point-and-click adventures, no "recipes" involved)
-Role-playing elements, but this does not mean "stats/character progression."
More detail:
Zombies or dumb monsters have infested a city - I haven't done enemy AI or much spriting for characters yet so the final design of enemies could differ, but in the scheme of things we can consider them zombies as they'll likely be unintelligent, won't use weapons and the player will be vastly outnumbered by them.
The world is about a 900x900m area of a neighbourhood based on, i suppose, a charicature-ized northern US town. The actual inspiration for this setting was from some suburbs around Boston so if anyone reading this is from that area, what up.
I'm actually an australian and the architecture and style of the houses from this area are quite alien to me, so i've probably gone a little over-the-top with it. Not sure. The reason I picked this setting is because I noticed the footprints of buildings are quite square which makes them easilly manageable in a randomised world.
I want to create something which feels more exploration and survival based than combat based. To be more specific, I aim to create and continually add as many items as i possibly can, to the point that even playing through a whole map might not result in the player "discovering everything." Rare mobs could be cool as well. Naturally, combat will be present, but I want it to feel like conflict is an obstacle to the real point of the game, survival and exploration.
The survival aspects I intend to simulate pretty deeply. Food, shelter, sleep will naturally need to be attended to, as well as dealing with injury, fever, and secondary maladies. I could go into more specifics about the mechanics of these if anyone's interested.
As for the item combination stuff... Ehhh, I'm pretty cautious of it seeming like the kind of "crafting" system which is becoming popular in games. I'd like to be very clear about my intentions with the item combination mechanic. In pretty much every game i've tried with crafting systems, theres a bunch of items, a bunch of crafting recipes, and the general practise is that people look up recipes other players or the game designer has written down for them to use. I realise I can't stop anyone from doing this (and really, it doesn't matter) but my intention is to have enough items and combinations, and enough relatively simple/logical combinations of just two items, that the player can experiment with what they're carrying and easilly discover new ways to use things. So it will kind of be another "dimension" to the exploration focus, the player will be exploring the map physically, encountering new enemies and areas, while at the same time "exploring" or experimenting with the things they find there. This might sound kind of dumb but I really think experimentation and discovery give inquisitive humans a natural joy and this should appeal to that just fine. Otherwhise, we can always just run around wasting a few zombies til we get eaten.
I say role-playing elements, I mean you literally pick a role to play and stick with it. If you make yourself a character you decide doesn't fit your play style, you can't "level" other stats you want him to have in order steer him in the direction you'll like. You'll need to start fresh - But, that shouldn't be a bad thing. The world is randomly generated so you wont be replaying material with each new character you make.
What's done so far:
So far, the map generator lays out roads and divides the areas of non-road into lots for houses to go on. Currently a house can only take up one lot, but I intend to change that. It's placing one house per lot currently, I intend to let the generator leave spaces between houses for yards or driveways. The generator intelligently picks where each house should face so that their front door exits out onto the sidewalk. I need to draw more graphics to add further variation in the houses :D
The roads are a bit jinky and square-lookin when zoomed out, but the ingame view shows a small enough section that the roads look ok, IMO.
I've also got some very basic groundwork for inventory interface... Currently all that does is load up an array and interpret it as graphical items in an inventory. There's a screen of it below.
I've also got a simple day-night cycle going but I predict it'll need some edits in order to provision it for the use of artificial light sources.
My request:
At this stage I'm really worried my project appears too much like the game "project zomboid" on the surface. I myself think my project has different aims to zomboid but I can certainly see how it would seem to be similar at a glance. I've considered changing the enemies from zombies to some other dudes in an effort to avoid this... If anyone has feedback on the matter, please let me know what you think.
Furthermore, I would love any kind of general comments or questions about the concept. I would espescially like questions because they allow me to further clarify what's in my head to the public, and in some cases, I'm sure there will be stuff I haven't completely thought out yet and it'll be a good opportunity for me to handle those unresolved design questions.
I feel pretty bad about posting a link in my first post, but I'll explain myself.
I've set up a tumblr account for this thing, and as those who use tumblr know, it has an "ask" feature. Using this I hope I can more publicly answer the questions people have about the idea so anyone reading it might not have to ask it themselves.
http://notlp.tumblr.com/
For those of you who have tumblr, I'd appreciate if you "cross-posted" any questions you have both here and on the tumblr thing so that I can keep a decent amount of information and feedback across both this thread and the tumblr page. If you don't have tumblr, or do have tumblr and are too lazy to post twice, completely disregard this :D
PIX:
a WIP shot of a generated piece of the world
a mocked-up "ingame" screen
inventory mock-up