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Survival ORPG ideas

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Level 2
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Nov 25, 2013
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Hey there, so here's what I've got:

  • Survival save/load RPG
  • Zombie apocalypse
  • Ammo and guns are very scarce, and such very precious
  • Melee weapons are generally the go-to for fighting
  • Remaining hidden and scavenging is as important as fighting, depending on scenario
  • Map progressively gets harder, but the higher the danger the greater the reward
  • Broken structures with searchable things in them, such as old cupboards, piles of junk etc.
  • I want to involve dynamic events, such as hordes, controlled by a mini-boss which drops above-average items
  • 3 attributes will be: Weapons, Protection, Survival (possibly, not 100% sure)
  • 3 attributes determine proficiency with item types and abilities available to the hero
  • High risk areas (effectively dungeons) that require teams to sneak through, and obstacles that require multiple people to get past them. Focusing more on co-ordination and stealth than fighting
  • Fatigue system, the higher your fatigue, the lower your chance of evasion, critical hit, slower attack speed, slower movement speed and a chance to miss (this takes a long time to set in), fixed by some consumables or by heading back to a sanctuary
  • Crafting system maybe? For modifying weapons, adding scopes to guns, nails to baseball bats etc.

Hit me with your ideas?! Credit will be given
 
Level 2
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Nov 25, 2013
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Very true, it is mainstream, but I'm struggling to think of something that will give a dark sinister feel to the game that I want which isn't zombies. Aliens would have guns, and I don't want it to be sneaking against armies, monsters is a bit meh also. Divine rapture is another cool one, but again not really dark or sinister. Maybe if I just tweak what the zombies are, maybe an alien life form that takes over the bodies of humans similar to the Thing or Half-Life headcrabs?
 
Level 17
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Jan 18, 2010
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Plenty of research on this actually (I know, cause I spent tons of time on it) good and bad ideas too.
I'd see this as a blend of the State of Decay and Dayz, or 7DtD even ?
I'd just stick to zombies even if they are mainstream, whether the dead humans are controlled by a crustacean, virus, spores or conspiracy kittens is irrelevant I guess as long as they are dead, reanimating, biting and highly multiplying bunch they are all the same thing.

Either way, good luck with this.
Also, by any chance how high is your experience in either coding, drawing or modelling stuff ? (if any)
 
Level 2
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Nov 25, 2013
Messages
15
Either way, good luck with this.
Also, by any chance how high is your experience in either coding, drawing or modelling stuff ? (if any)
Minimal, but I have a friend who understand multiple code languages including Jass to guide and help as soon as he is done with his Uni projects in a couple of weeks. As for modelling and drawing, absolute zero. Keen to learn however, and very motivated to put out a great map :p
 

Dr Super Good

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Level 64
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Jan 18, 2005
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•Fatigue system, the higher your fatigue, the lower your chance of evasion, critical hit, slower attack speed, slower movement speed and a chance to miss (this takes a long time to set in), fixed by some consumables or by heading back to a sanctuary
If you are not in combat or near enemies it should also regenerate. Such mechanics usually become a headache otherwise and annoy far too much. The rate can be very slow and need several minutes, but it would allow for some deeper game play where you need to manage fatigue carefully.

•Map progressively gets harder, but the higher the danger the greater the reward
If you mean with respect to time, then you need a way for high end players to skip the easy parts. No one wants to wait 2 hours just to end up continuing where they were playing at last session.

•Ammo and guns are very scarce, and such very precious
Avoid cumbersome ammo systems in a RPG. An example being having dozens of weapons and each needing special ammo unique to them. Not only do you end up annoying players who find all ammo but the type they need, but you also end up having items everywhere that no one can use.

If you are using WC3 inventory for other items and weapons then consider merging ammo into the weapon itself. Inventory space is too limited otherwise.

•3 attributes will be: Weapons, Protection, Survival (possibly, not 100% sure)
You could add luck to it. I mean its a zombie survival so why not? Standard boosts evasion and critical chance very slightly but also has other less immediately noticeable effects. Searching houses yields better drops (less chance of being empty, more ammo if ammo is found etc). Also when it comes to zombies it alters things slightly in the players favour. Higher luck teams could generally get fewer zombies with better returns than low luck teams.

Hit me with your ideas?!
Many players like controlling more than 1 unit in a game. Since this is survival based, why not allow control over lesser survivors? These would need to be found and be quite weak but act as an extra weapon and help just a little bit. Their strength would obviously scale with your attributes, possible even giving them a fraction of your attributes. If it features classes, an entire class could be dedicated to this sort of play, otherwise you could add specialist items required to find and rescue survivors (allowing a hero to branch into the role).

Difficulty levels are pretty standard in RPGs. Try to make it so that at higher difficulties more stuff happens other than monsters gaining stats or more/better spawning. For example, at really high difficulties you could throw out 2 mini-bosses at once, or throw them out more often. Although weapons improve, they become harder to find and less ammo drops. New types of monster spawn that penalize soloing etc.
 
Level 7
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Sep 8, 2011
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211
Odd that I just found this now. I am making a map currently that is a post-apocalyptic world (not necessarily zombies) with guns + ammo, fatigue/hunger system (although mine is quite different), random looting spots near houses, events and mini boss spawns (will be adding in later), very tense gun fights (everyone has low health and hit hard), Salvageable materials used for some abilities and used for currency as well as plots of land and control points you can own.

I am having a blast making it. So I recommend you do it. Lots of good suggestions here in this thread and i'd like to see how your map idea turns out. It sounds good so far! :)
 
Level 4
Joined
Dec 30, 2013
Messages
60
Here are a few of my ideas:

- Medical kits, in other words modern-day healing potions.
- Definitely your crafting idea, with attachments for weapons. Attachments could be anything from combat-related (scopes, suppressors) to other useful attachments (flashlights).

- A good story! If you want your zombie apocalypse to stand out in the other hundreds of them, you'll need an immersive, unique storyline and lore to your game (*), or a really good combat system.

I have one question, though: what era/date is your game taking place? A futuristic, hundred-year-later apocalypse is much different to a modern-timed one.

(*): I am willing to write background lore, dialogues and mission briefings for you if you require. If interested, P.M or email me (check my Hive page for contact information), and I can show you some of my work. Though I'm not a professional writer, I'm experienced.
 
Level 11
Joined
Nov 15, 2007
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800
RPG and survival don't mix very well. With the knowledge that your character can be re-loaded, death is no longer tense. In fact, your characters will not only be able to re-load, they'll probably have to re-spawn too. Otherwise death not only becomes something nobody fears, it becomes a petty annoyance. Suddenly someone made a mistake and died and now they have to leave the game and find a new one.

Zombie apocalypse RPG is all well and good, but I don't see survival RPG working.
 
Level 4
Joined
Dec 30, 2013
Messages
60
Here's a few zombie ideas, some unique and some not. I have links to models I think would be appropriate for the creature, but of course it's up to you.

"These zombies are the result of a dead, decaying body resurrected by foul evils (or whatever the cause of your zombies are). Their souls lost, they wander aimlessly until a suitable source of food comes along. Although not fast, zombies are deadly in close range with their malformed claws and teeth."

Name: Zombie.
Suggested Model: Prisoner by The Weird Human.
Ideas: Slow, high damage, medium health.


"One of the more common zombie types, the Swarmer is a cross between death and corruption. It's former body is stinging with deadly viruses and disease. It's bug-infested skin taints anything it touches. Swarmers are mostly seen in large packs, but their easiness to kill is well known amongst survivors."

Name: Zombie Swarmer.
Suggested Model: Infested Zombie, by WhiteDeath.
Ideas: Poisons on hit, low health, fast speed.


"Strong, versatile, and extremely deadly, these zombies are known to be former SWAT or soldiers. Their usage of weapons is formidable and known to many, and their intelligent minds work over time to assure and easy meal. These zombies are seen only in small groups, if any, but are some of the hardest-to-kill zombies.

Name: Zombie Soldier.
Suggested Model: --.
Ideas: High health, high damage, medium-fast speed.


I also suggest you take a leaf from Diablo's book and cause groups of mobs to randomly spawn with higher statistics. Have them glowing a certain colour to make them stand out more against the crowd, and possibly slightly larger. If there is a campaign, be sure to add expansive and interesting boss fights, as well.
 
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