Korgan
Arbiter
CLEEEEEEEEEEEEEEEEEEEEEEEEEVE!
Trash said:Don't get dragged into silly plotlines. Uncertainty is a good way to keep a player on his toes. Same with adding all sorts of features like martial art styles. From what you said so far I gather It shouldn't be about players taking out zombies stylishly with kung-fu, it should be about desperate survivors doing all they can not to become another fatality. Thirdly writing out a few rules and let the player work within them is an awesome idea. Emergent gameplay is a nice buzzword, but if you can get it to work it actually is pretty cool.
Really like the stuff you're saying here Cleve, looking forward to a decade of waiting.
nomask7 said:Radio transmissions could reveal the current biggest spawn points and where they will appear next (i.e. the movements of the biggest zombie mobs)
AndhairaX said:Will gameplay be first person or third? Or both?
To elaborate further, the game world could be completely handmade, since the essential variety would come from the order in which the player travels through the districts. This order would be very different from game to game, and not all the districts would likely be part of every play through (since the player would either beat the game before visiting all of them, or would die before doing so). This still assumes that the player knows about the "movements" of the biggest zombie herds.nomask7 said:Is this one of those threads where Cleve asks for ideas so he'll know what not to use (i.e. to get rid of cliches)? In that case, I realize that my contributions are an embarrassment to Cleve, since they are actually good ideas that he'd like to use but doesn't want to since they're public domain now. On the off chance that I'm wrong, I'm going to elaborate on one of the less obvious improvements I have suggested:
nomask7 said:Radio transmissions could reveal the current biggest spawn points and where they will appear next (i.e. the movements of the biggest zombie mobs)
It's reasonable to assume that the military follows the zombie herds through their satellites, and projects future trends in their movements. (The military could actually be a slave takeover government in the prison moon modelled after Detroit.) The player would know where the biggest mobs are this night, and where they will be the next night, and with 70% certainty, where they will be the night after that. This would be easy to implement if the world map were divided into districts separated by loading screens and maybe walls (the moon doesn't have to be an exact Detroit replica, which is why I would use the moon instead of the real, very limiting sort of Detroit).
The appearance of the spawn points would be procedurally generated and the districts many, so every play through would be very different. There would sometimes be at least two seemingly good choices in terms of travel plans (travel to district A now or wait the night here and travel there later; travel to district A or B now), but not every corner the player has managed to get himself into comes with an obvious next preferable travel goal. Also, sometimes a group of zombies would follow the player to the connecting passage between two districts so that the player couldn't return right away, even if the big zombie herd travelled to another district during the following day and there was something left to be explored there.
Making the whole thing work nicely is like solving a puzzle.
PS. I recently found this:
http://www.squidi.net/three/entry.php?id=4
It's a website with all sorts of random generation info.
nomask7 said:I don't believe you noticed this, Cleve:
nomask7 said:Unrelated to that, mood games, no matter how much procedural content they have, become uninteresting fairly fast.
nomask7 said:And that's why some sort of arcade element is pretty much a must if you want replay value in a zombie game. Space Invaders is still playable (and I sometimes play it), since it satisfies the human drives of the second group as defined by Theodore Kaczynski.
I wasn't sure you were absolutely dead set on what the game should have and what it shouldn't have. In fact, I thought the initial idea, which you first mentioned weeks or months ago, was very arcade-like and frankly brilliant (trying to survive as many nights as possible against the zombie invasions). How you ever got from that to where ever you are now is beyond me. As for the rest. Throws his hands in the air and leaves.Cleveland Mark Blakemore said:nomask7 said:I don't believe you noticed this, Cleve:
I did notice it. I noticed it was the total opposite of anything I wanted this game to be.
What do you think I meant by an arcade element? A twitchy Doom-type gameplay as in:Cleveland Mark Blakemore said:Unless you are making fun of this thread altogether, I cannot believe after reading all these other posts you think I would want an arcade element in this game. It's the opposite in every way of all that consoletard stuff.
???Cleveland Mark Blakemore said:pablum that is created for the twitch'n'dribble turnkey kids who guide the design choices of the sociopaths running the executive levels of the game industry.
Yeah, that would be me, and there are plenty of other examples besides those I mentioned. But ... who are you anyway?Bladderfish said:Did someone just accuse Cleve of not thinking?
Yeah, that would be me, and there are plenty of other examples besides those I mentioned. But ... who are you anyway?
Like that time he was glorifying war until Cleve scorned him.Trash said:Like a spurned lover he is.
Cleveland Mark Blakemore said:I saw a mod made with Newton once where you could connect electrical cables to a plug in the wall and then to anything made of metal, turn the power on and fry anything that touched that metal. I bought an electrical plug 3D model for this very reason, planning on doing that in this game. You do the same thing with water, you've got amazing gameplay that can occur just about anywhere. The player sees a plug on the wall and instead of just a decoration it's a whole strategy emerging - get zombies to follow me through shallow pool you have dropped cable in, turn on power when you're on the other side. That emergent game play.