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Wicked Rising - A new kind of survival

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Oh I am IN!

I can do all of the writing involved, eg tooltips, ability descriptions, quest info, etc. I'll be here for any and all of your cosmetic needs when it comes to text.

I'll also be a powerhorse for ideas to add into the game.

Idears are always welcome, we are not nearly finished enough to need tooltips and their like though :)

ANIMALS



I'd like to lean towards this approach, however I completely agree that dogs should be capable of infection, simply for balance in the game. It's easy to avoid zombies [debatable], so adding dogs as a vulnerable fast unit would be a good idea.

FEEDING

Just a little cosmetic effect that would spruce up the game. If possible, when a zombie gets a kill could we have it get on it's hands and knees and feed like zombies should?
You could make a taunt spell effect to trigger whenever a living creature dies that attracts zombies nearby to come and feed. This could add a whole new mechanic in which you could, say, let loose a cat as bait to distract zombies, and when it is killed they lean down to feed, giving the survivor a chance to leg it in the opposite direction from poor Mr. Tibbles.

EYESIGHT / SENSES

As stated in The Zombie Survival Guide, Zombies do not depend on one sense over another (for example, Humans depend more on eyesight, dogs more on smell, etc). Zombies depend on all of their senses equally, which is what makes them great night hunters.

Wow, some insightgull comment xD
Well the animal infection will always cause great issues, like, what would you do if Mosquito could transport and infect creatures through bites. Well, will most likely add an option to select different modes of survival as described in some post above. Like Running or walking zombies, whether or not they can infect animals and so forth. Don't think i'll add the Mosquito though xD

Well, would be awesome if all zombies had cannibalism animations, will se what I can do :)

I preatty much agree on the senses. And what a poor cat Dx xD

All zombies should have the ability to release a high pitched groan which attract zombies. Kinda like a feasting groan when potential prey is sighted.
 
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Level 5
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PERSONALITY

Another little realistic effect. After/before the selection of your backstory could be another selection of personality. These grant minor bonuses to abilities or new abilities all together. For example,

Leadership - You are a natural born leader, adept at inspiring your fellow comrades to continue on in a harsh, brutal world.
Bonuses & Abilities
Inspiring Aura - Grants a bonus +2% movement speed and +1 armor to surrounding allies. (Passive)
Pep Talk - Grants a bonus +10% damage for 45 seconds to surrounding allies. (Active / Cannot be used in combat)

Cowardice - You were never one for comfrontation, and don't have the ability to deal with the strain of combat as much as your fellow survivors.
Bonuses & Abilities
Escape - Increases movespeed by 100% when attacked. Last 10 seconds. Cannot attack whilst active.
 
PERSONALITY

Another little realistic effect. After/before the selection of your backstory could be another selection of personality. These grant minor bonuses to abilities or new abilities all together. For example,

Leadership - You are a natural born leader, adept at inspiring your fellow comrades to continue on in a harsh, brutal world.
Bonuses & Abilities
Inspiring Aura - Grants a bonus +2% movement speed and +1 armor to surrounding allies. (Passive)
Pep Talk - Grants a bonus +10% damage for 45 seconds to surrounding allies. (Active / Cannot be used in combat)

Cowardice - You were never one for comfrontation, and don't have the ability to deal with the strain of combat as much as your fellow survivors.
Bonuses & Abilities
Escape - Increases movespeed by 100% when attacked. Last 10 seconds. Cannot attack whilst active.

Well, don't really like auras that have actual positive effect on the surrounding characters like armor and damage bonus. Rather an ability to heal allies psychological health, Like:
Pep Talk: Nearby characters regains a small amount of psychological health.
A other effect might be the abillity to influence npc's acitons through leadership ^^

Considered an ability table where you can buy abilities for a kind of experience, where each ability would require a certain associated skill level and certain background feat would give some starting abilities. This is on the other hand not essential, and will first be added when everything else is functioning.
 
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Well, don't really like auras that have actual positive effect on the surrounding characters like armor and damage bonus. Rather an ability to heal allies psychological health, Like:
Pep Talk: Nearby characters regains a small amount of psychological health.
A other effect might be the abillity to influence npc's acitons through leadership ^^

Agreed. Does this mean the idea will be implemented?

Considered an ability table where you can buy abilities for a kind of experience, where each ability would require a certain associated skill level and certain background feat would give some starting abilities. This is on the other hand not essential, and will first be added when everything else is functioning.

Sounds good.


I just have a few small qualms - we don't want to pull a Fable. What I mean by this if we saturate it with content it will collapse on itself. :p
Also, as realistic as we want it to be there comes a point when we have to accept this is a game. All these bars and such are fun until they start hindering our ability to play, and/or force us to do boring mundane things to fill them up - wasting time we could be using to kick some zombie butt (See also, The Sims 1/2. Same problem. Less zombies). The challenge will be finding a balance. :D
 
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I just have a few small qualms - we don't want to pull a Fable. What I mean by this if we saturate it with content it will collapse on itself. :p
Also, as realistic as we want it to be there comes a point when we have to accept this is a game. All these bars and such are fun until they start hindering our ability to play, and/or force us to do boring mundane things to fill them up - wasting time we could be using to kick some zombie butt (See also, The Sims 1/2. Same problem. Less zombies). The challenge will be finding a balance. :D

Well, actually the ability multiboard isn't harder than I myself could use a couple of days to do it. On the survival part, the main theme is to build a shelter and survive, but yes, I do get the point, and it will not be hard to refill bars, they are there, also, to force people out of their shelters and make them scavenge for supplies or means to create sustainable means of producing them self :)
 
Level 2
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This will take a long time to make...I like it tho rly realistic putting u in the shoes of some 1
that has to survive a zomb attack.
 
Level 5
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This will take a long time to make...I like it tho rly realistic putting u in the shoes of some 1
that has to survive a zomb attack.

:goblin_yeah:

{EDIT}
@ Silent, if you like I can start working on some designs for tooltips and such, and perhaps draft a backstory to the zombpocalypse.
 
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@ Silent, if you like I can start working on some designs for tooltips and such, and perhaps draft a backstory to the zombpocalypse.

I think we are still to early in process to create tooltips, but do you have aby ideas ^^
Don't know about history yet, try making something and we'll se about it, also want to do some story my self :)
 
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Really it's just your run of the mill zombie outbreak story. Military messing around in their super high tech secret medical facilities, create a virus (name to be decided :D), some doctor gets bit by a patient but passes it off as nothing and is sent home whilst it is only giving him a slight fever. Chaos ensures. You know, stuff like that. ^^

I'll do some up and post the screenies soon.
 
Really it's just your run of the mill zombie outbreak story. Military messing around in their super high tech secret medical facilities, create a virus (name to be decided :D), some doctor gets bit by a patient but passes it off as nothing and is sent home whilst it is only giving him a slight fever. Chaos ensures. You know, stuff like that. ^^

I'll do some up and post the screenies soon.

Screenies? Whats that? xD
Well, the name of the virus is taken from the Zombie Survival Guide/World War Z book: Solanum, and will have similar effects on the characters with a few differences, like the nature of the zombie, which is chosen in the start of the game. Kinda like game modes.

If we keep following the track of Max Brooks, the virus is actually ancient and have had many outbreaks during history, although not in modern time. But that is a big if :)

Looks neat, I'll give ideas now and then here:)

Great, always need new ideas :)
 
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if you choose to use the old clixe of medical experiment virus development, you could manage some thing with a modification of the rabies virus, cause it messes with the brain, plus in your map it also affects animals so it fits just fine ;D
 
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Actually Solanum is a combo of ancient and nobody knows where it came from. But players will prefer an explanation of where the virus came from, and when it comes to zombies gamers love cliches. I think we should invent our own virus that is a clone of Solanum, just modified to have been created in a medical lab. It's the ultimate cliche. :p

Screenies are in-game screenshots.

I absolutely 100% agree that we should have zombie attributes as the game modes. We could give the host the power to choose between a few preset favourites (Rage, Solanum, Rabies) and also the ability to completely customize the virus. Here are some ideas:

PRESETS
RAGE
The Rage virus does not directly cause the death of its host, but because the host is solely focused on infecting or killing the non-Infected it causes those infected to become disinterested in self-nourishment, which will eventually cause death by starvation. After the virus enters the characters' bloodstream, the virus would be usually very quick to manifest itself in the victim's behavior. Only 10 to 20 seconds is required for the virus symptoms to become noticeable though infection time is possibly determined by the amount of infected blood that has gotten into the bloodstream and the overall mass of the person in question. They are either attracted by the smells of the uninfected, or maybe just able to smell something other than their own rotten flesh. Disease, anxiety, even rage affects the way people smell. In addition, the Infected have a very pungent odor. Even though the survivors hadn't bathed in weeks, they were still saturated with deodorants and shampoos. The Infecteds' sense of smell is how they find the uninfected. And while the Infected will attempt to bite their victims, it is usually as a means of either attack or to kill them (often by biting into the main arteries in their neck). They are not shown to ingest any organic material, apparently due to their disregard for nourishment. Another key difference is that the Rage-infected victims are still living human beings and as such can be killed using conventional weapons that inflict fatal injuries.
Attributes
Very Fast Movespeed
Fast Attack Speed
Favours Fists
Uses Sense Of Smell to find Survivors
Uses basic bludgeoning weapons sometimes
High Damage
Can be killed by conventional means (gassing, fire, extreme physical trauma, etc)


SOLANUM (ROMERO ZOMBIES)
Solanum works by traveling through the bloodstream, from the initial point of entry to the brain. Through means not yet fully understood, the virus uses the cells of the frontal lobe for replication, destroying them in the process. During this period, all bodily functions cease. By stopping the heart, the infected subject is rendered "dead". The brain, however, remains alive but dormant, while the virus mutates its cells into a completely new organ. The most critical trait of this new organ is its independence from oxygen. By removing the need for this all-important resource, the undead brain can utilize, but is in no way dependent upon, the complex support mechanism of the human body. Once mutation is complete, this new organ reanimates the body into a form that bears little resemblance (physiologically speaking) to the original corpse. Some bodily functions remain constant, others operate in a modified capacity, and the remainder shut down completely. This new organism is a zombie, a member of the living dead. Solanum is fatal to all living creatures, regardless of size, species, or ecosystem. Reanimation, however, takes place only in humans. Solanum zombies have increased strength relative to normal humans; some sources attribute this to removal of normal neurological limits to muscle strength. Zombies move at a slow walking pace, making them easy to escape from at a brisk walk. However, if a survivor gets within arms reach they are known to quickly lash out and attack.
Attributes
Very Slow Movespeed
Fast Attack Speed
Favours Bites
Low Damage
Can grab and hold survivors
Feasts on dead corpses
Can only be killed via headshot
 
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The zombie survival guide.

Solanum works by traveling through the bloodstream, from the initial point of entry to the brain. Through means not yet fully understood, the virus uses the cells of the frontal lobe for replication, destroying them in the process. During this period, all bodily functions cease. By stopping the heart, the infected subject is rendered "dead". The brain, however, remains alive but dormant, while the virus mutates its cells into a completely new organ. The most critical trait of this new organ is its independence from oxygen. By removing the need for this all-important resource, the undead brain can utilize, but is in no way dependent upon, the complex support mechanism of the human body. Once mutation is complete, this new organ reanimates the body into a form that bears little resemblance (physiologically speaking) to the original corpse. Some bodily functions remain constant, others operate in a modified capacity, and the remainder shut down completely. This new organism is a zombie, a member of the living dead. Solanum is fatal to all living creatures, regardless of size, species, or ecosystem. Reanimation, however, takes place only in humans. Solanum zombies have increased strength relative to normal humans; some sources attribute this to removal of normal neurological limits to muscle strength. Zombies move at a slow walking pace, making them easy to escape from at a brisk walk. However, if a survivor gets within arms reach they are known to quickly lash out and attack.

Solanum zombies have DECREASED, not INCREASED strength, but they don't tire. I think you misunderstood that part.

P.S. They do not need a headshot, they just need their head to be destroyed. Fire works too, same with acid.
 
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Actually Solanum is a combo of ancient and nobody knows where it came from. But players will prefer an explanation of where the virus came from, and when it comes to zombies gamers love cliches. I think we should invent our own virus that is a clone of Solanum, just modified to have been created in a medical lab. It's the ultimate cliche. :p

Screenies are in-game screenshots.

I absolutely 100% agree that we should have zombie attributes as the game modes. We could give the host the power to choose between a few preset favourites (Rage, Solanum, Rabies) and also the ability to completely customize the virus. Here are some ideas:

PRESETS
RAGE
The Rage virus does not directly cause the death of its host, but because the host is solely focused on infecting or killing the non-Infected it causes those infected to become disinterested in self-nourishment, which will eventually cause death by starvation. After the virus enters the characters' bloodstream, the virus would be usually very quick to manifest itself in the victim's behavior. Only 10 to 20 seconds is required for the virus symptoms to become noticeable though infection time is possibly determined by the amount of infected blood that has gotten into the bloodstream and the overall mass of the person in question. They are either attracted by the smells of the uninfected, or maybe just able to smell something other than their own rotten flesh. Disease, anxiety, even rage affects the way people smell. In addition, the Infected have a very pungent odor. Even though the survivors hadn't bathed in weeks, they were still saturated with deodorants and shampoos. The Infecteds' sense of smell is how they find the uninfected. And while the Infected will attempt to bite their victims, it is usually as a means of either attack or to kill them (often by biting into the main arteries in their neck). They are not shown to ingest any organic material, apparently due to their disregard for nourishment. Another key difference is that the Rage-infected victims are still living human beings and as such can be killed using conventional weapons that inflict fatal injuries.
Attributes
Very Fast Movespeed
Fast Attack Speed
Favours Fists
Uses Sense Of Smell to find Survivors
Uses basic bludgeoning weapons sometimes
High Damage
Can be killed by conventional means (gassing, fire, extreme physical trauma, etc)


SOLANUM (ROMERO ZOMBIES)
Solanum works by traveling through the bloodstream, from the initial point of entry to the brain. Through means not yet fully understood, the virus uses the cells of the frontal lobe for replication, destroying them in the process. During this period, all bodily functions cease. By stopping the heart, the infected subject is rendered "dead". The brain, however, remains alive but dormant, while the virus mutates its cells into a completely new organ. The most critical trait of this new organ is its independence from oxygen. By removing the need for this all-important resource, the undead brain can utilize, but is in no way dependent upon, the complex support mechanism of the human body. Once mutation is complete, this new organ reanimates the body into a form that bears little resemblance (physiologically speaking) to the original corpse. Some bodily functions remain constant, others operate in a modified capacity, and the remainder shut down completely. This new organism is a zombie, a member of the living dead. Solanum is fatal to all living creatures, regardless of size, species, or ecosystem. Reanimation, however, takes place only in humans. Solanum zombies have increased strength relative to normal humans; some sources attribute this to removal of normal neurological limits to muscle strength. Zombies move at a slow walking pace, making them easy to escape from at a brisk walk. However, if a survivor gets within arms reach they are known to quickly lash out and attack.
Attributes
Very Slow Movespeed
Fast Attack Speed
Favours Bites
Low Damage
Can grab and hold survivors
Feasts on dead corpses
Can only be killed via headshot

Well, you should also add duration as the survivors should be able to out live zombies. As far as I remember, Rage victims is known to last 5-6 weeks without nourishment and Solanum victims about 5 years before their bodily function cease to function. Also Solanum victims are very resistant to explosions and similar effects as their blood thickens. Also that Solanum takes about 24 hours to take full effect I think (or wasn't it 48)

Rage is pretty much an mutated form of rabies, so that is probably unneeded.

Also, you should add T-virus which allows zombies to mutate and can infect animals. A "Dawn of the dead remake" virus, which allows zombies to run and sense the location of survivors through a 6th sense. A "I am legend" virus, which causes the zombies to stay inside at day time, but can run, have a higher intelligence, but can't infect survivors as they are initially immune. (Although I am legend actually is a vampire apocalypse xD)
I myself consider viruses that allows zombies to cooperate and use guns fails, as the fact that they are zombies doesn't matter in such situations.

Also, in a later update, an "Nazi zombie virus" would be awesome x'D

well, what if we remove the infected animals and instead put some advanced mutated running zombie???

Will depend on players choice, both will be possible options :)
 
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How about weapons? Like the pistol, the crowbar and the shaolin spade?

Noisy Range weapons (can be fitted with silencer)

Sniper - Long range, only good in jungle, high penetrating power, low ammo.
Hunting gun - your rifle.
Pistol - Good for close-ranged combat(also a melee weapon).
AK-47 - Your machine gun, waste loads of bullets, but useful in handicapping groups of zombies (though not killing them). Rock-and-roll gun*.
Sub machine gun - Have 2 functions - can function as both an AK-47 and a Pistol.
Shotgun - short to medium ranged spread weapon, 5 bullets fired at once, greatest accuracy for middle bullet.

Quiet ranged weapons
Bow - slow reload time, arrows flammable.
Crossbow - even slower reload time, harder to load flamed arrows.
Sling - lower accuracy but more power than slingshot. Relies on stones.
Slingshot - higher accuracy but lower power than slingshot. Relies on stones.
Shuriken - Low to high accuracy, depending on skill, tends to fly off-target when handled by beginners. Able to be used as a low-class melee weapon.
Throwing knives - Moderately low to moderately high accuracy, more power than Shuriken. Able to be used as a low-class melee weapon.

Long-ranged melee weapons
Shaolin spade - hard to handle, high power, recipe of katana and unflammed spear.
Spear - low power, combination of wood stick/long pipe and a throwing knife, flammable.
Warhammer - hard to handle, high crushing power, low-med accuracy.
Trench spike - high power, hard to obtain.
Long pipe - obtainable from cutting suitable pipes, low power.
2h swords of all kinds - high power, hard to handle.
Foil - low accuracy, 1-hit-kill.

edged (short-ranged) melee weapons
katana - high power.
axe - ability to bash doors, med power.
foil - low accuracy, very high power.
edged whip - not a killing weapon, but to trip zombies. Can be attached to a zombie for 10 seconds(item ability) to be turned into an effective bludgeon (head vs head, :D)
Dagger - low power, give the user an unlockable ability to scale walls.

Bludgeons
Club - medium striking power.
Hammer - high striking power, can be interrupted (depends on skill)
Crowbar - high striking power, hard to obtain, can be transformed into a lever.

Noob, so-called-weapons. Only use at a last resort.
Arrow - flammable.
Stone - low-med striking power.

Credits to the original zombie survival guide (for the original weapons) and me (for balancing the weapons).

More coming.

*Increase energy and decrease psychological health temporarily.

P.S.
Toilet Need: Lets be honest, everybody needs to do this, no matter how ill thought of. If low, you’ll lose immunity and get certain diseases. If depleted you lose heavy amounts of energy and might… “yeah you know on” where you stand.

Useless, in a crisis, people will resort to pooing everywhere (or will they?). About it, you can make a 'poo' ability that take some time depending on toilet need, reducing their toilet need and when they are doing it, their armor bonus become zero. It leave a bunch of body waste that can be tracked and/or be unnoticed and make people (including zombies) slip, making them unconscious or something. Also, people may be caught pooing when they do it in a non-toilet-cubical place. In a cubicle, the poo will automatically destroyed.
 
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Hmmm, maybe we could like add few more cliches, like T-Virus and others, just for clicheness and variety?
Oh, and of course Classic Zombie infection with slow, clumsy zombies that are not a big threat for people and excellently fits for newbies.

I think solanum virus is the classic clumsy slow zombie and did already suggest T-virus :)
 
Level 27
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Hmmm, didn't notice that. But I doubt about Solanums beeing killable only with headshots.

Oh, we could also get some kind on completely mutation-based zombie virus. We can call it Extraterrestrial Viral Infection. So see, first it causes some mutations, growing somewhat like... tinny anntenaeish tentacles of somewhat on the back. When first stage is complete, the annenaeas growing from the spine will start working, making a person a part of the alien hive mind. By amputating these tentacles or damaging them on first stage, the person might be reverted back to human, but special medicine must be takken to be completely cured. On second stage, the body of infected changes even more and he becomes able to infest other people on contact and cannot be reverted. Then, he turns into coocoon before third, final stage. Coocoons are really vulnerable and start appearing only at late game. When evolution is complete a human becomes transformed into an alien permamently, plus it has psionic powers and will cause mental health problems once close to human and will have some other detection powers. The first stage will be very passive and will just wander around. Second ones will call other stage two infected that are not far away when it detects a human. Fina ones, once he detects a human, calls stage 3 and 2 from a far bigger radius.

Well, that seems to be a simple explanation of how EVI works...
 
Hmmm, didn't notice that. But I doubt about Solanums beeing killable only with headshots.

Oh, we could also get some kind on completely mutation-based zombie virus. We can call it Extraterrestrial Viral Infection. So see, first it causes some mutations, growing somewhat like... tinny anntenaeish tentacles of somewhat on the back. When first stage is complete, the annenaeas growing from the spine will start working, making a person a part of the alien hive mind. By amputating these tentacles or damaging them on first stage, the person might be reverted back to human, but special medicine must be takken to be completely cured. On second stage, the body of infected changes even more and he becomes able to infest other people on contact and cannot be reverted. Then, he turns into coocoon before third, final stage. Coocoons are really vulnerable and start appearing only at late game. When evolution is complete a human becomes transformed into an alien permamently, plus it has psionic powers and will cause mental health problems once close to human and will have some other detection powers. The first stage will be very passive and will just wander around. Second ones will call other stage two infected that are not far away when it detects a human. Fina ones, once he detects a human, calls stage 3 and 2 from a far bigger radius.

Well, that seems to be a simple explanation of how EVI works...

We could make a whole update around alternatives to a zombie invasions, personally i fancy a Deep One invasion in H.P.Lovecraft style xD

But think we should first make zombies work. :)
 
Indeed. We should like, as I and some other people already said, prioritize the stuff. So whgat should we discuss first?
Yeah, Lovercraft...

Well, GhostThruster is animating a villager, Maker is scripting a missile system, i am terraning, creating doodads and finding resources and importing the ones needed and so on.

Prioities Goes this way from now on:
Skill system
Inventory/Item system
Combat system
History Feat system
Custom abillity system (Isen't really that hard to make, might made this my self)
Modes (Isen't really that hard to make, might made this my self)

When all this function, we can add all the other idears
 
Level 27
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Okay, if we're gonna talk about skills first, I think we should someway minimalize the amount of them. Like endurance and strenght is one skill, self-control and talking to others is one skill, precision and agility is in one too... well you got the point. Too many would make it too hard to play, more than ten might be problematic and to code and to play...
 
Okay, if we're gonna talk about skills first, I think we should someway minimalize the amount of them. Like endurance and strenght is one skill, self-control and talking to others is one skill, precision and agility is in one too... well you got the point. Too many would make it too hard to play, more than ten might be problematic and to code and to play...

Have reduced them to the essentials, which makes 14 skills. Split precision between stealth and accuracy. There is now an Domestic skill that covers all house holding and cooking. Survival now covers hunting too. Electrics, engineering and computing is now a single skill.
 
Level 4
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about zombies, many agree with me when i say that i hate mutant zombies who become fast smart powerfull and such, if you are making something that can run, jump, and even use guns, why don't you just put human versus human.
edit: zombies should be slow and dangerous, highly infectious and stupid
 
Level 5
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Messages
184
This is a survival game, so we would have to incorporate a survival timer. Basically you win the game when the timer runs out and the zombies die of their respective weaknesses (Solanum zombies decompose, Rage/Rabies zombies starve, etc). I think this works out well because fast zombies die are considered a much harder difficulty than standard romero zombies, so you only have to survive a certain amount of time before they die - it's more balanced that the time of this is short as their life-span is short.

I'm thinking we could use a Sims style clock, where each second is a minute ingame. This leaves plenty of gaming time :D Naturally how long zombies live is customizable.

SOLANUM
Attributes
Slow
Weak Damage
Resistant to Explosives
Grabs and Bites at close range
Eats dead corpses
Eats animals
Lives for 5 years before decomposing completely
Freezes in the snow
Can't infect animals
No mutation
Killed by headshot only

RABIES/RAGE/MAD COW
Fast
High damage
Normal damage from explosives
Prefers attacking over bites
Doesn't eat corpses
Eats animals
Lives for 6 weeks before starving
Doesn't freeze in snow
Can infect animals
No mutation
Killed normally

DARKSEEKERS (I AM LEGEND)
Fast
Intelligent
Medium Damage
Doesn't infect survivors
Killed by sunlight and other UV lights
Eats dead corpses
Eats animals
Lives for 6 weeks before starving
Cold sensative
Can infect dogs
No mutation
Killed normally

TYRANT VIRUS (T-Virus)
Slow
Weak Damage
Resistant to Explosives
Grabs and Bites at close range
Eats dead corpses
Eats animals
Lives for 5 years before decomposing completely
Freezes in the snow
Can infect animals
Mutates in humans
Slight mutation in animals (increase in size)
Killed by headshots only


Those are some presets. Below are the options if you want to customize your own virus:

CUSTOM VIRUS
Speed: Slow / Medium / Fast
Damage: Weak / Normal / Strong
Intelligence: None / Some / Normal
Resistances: Explosives / Bullets / Bludgeoning / Need More Ideas
Attack Type: Inflicts Pain / Bites
Eats: Dead Corpses / Animals
Life Span: 6 Weeks / 6 Months / 1 Year / 2 Years / 3 Years / up to 6 years
Freezes in Snow: Yes / No
Can infect animals: Yes / No / Dogs Only
Mutates: Slightly in Humans / Slightly in Animals / Slightly in both / Humans / Animals / Both / No
Killed by: Any Means / Physical Attacks Only / Chemical Attack Only / Headshots Only


Feel free to add more.
 
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Level 4
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Jan 28, 2011
Messages
47
How about more martial arts in the game?

Resistances: Explosives / Bullets / Bludgeoning / Need More Ideas

Fire? Cutting? Acid? Piercing? Martial arts/unarmed?

Anyway, how about tools?

Tools
Camera - blinds humans, minus 1/3 nearby zombies' sight (stackable with camera's debuff), can video stuff for faster learning experience. Default tool for reporter.
Whistle - minus half of nearby humans' linguistics and deplete nearby humans' Physiological Health temporarily. Also minus 1/3 of nearby zombie's sight (stackable with camera's debuff).
Flute - Combination of bored stick and whistle. Improve nearby humans' Physiological Health. Can be dissembled.
Hammer** - allows faster making of tools. Default tool of blacksmith*. Can be combined with anvil.
Anvil*** - allows faster making of metal tools. Default tool of blacksmith*. Can be combined with hammer.

Anyway, one feat for you.

Blacksmith - You are the local blacksmith who work at a smithy to make metal items. You have both a hammer** and a portable anvil***. Since hammering stuff is hard work, you have increased strength and accuracy, but have decreased stealth because of your big muscles and have worser than average linguistics because of your harsh tone and engineering because of your isolation from technology.


Domestics: Covers all house-holding skills like cooking, keeping a house clean and operating basic house articles.
Medicine: Your ability to identify drugs, use them and perform surgical and medical procedures.
Chemicals: Your ability to manufacture chemical substances such as explosives. Also your aillity to identify such substances and use them.
Engineering: Your ability to use manufacture objects and use electronics. Also your ability to operate electrical circuits, hack computers and the like.
Stealth: How well you are at hiding from zombies and other survivors. You can use this skill to open locks.
Cocking: How healthy your meals is when eaten and your ability to purify water before drinking.
Survival: Basing survival skills like creating a camp fire and setting up a tent. Survival also determines your ability to hunt animals.
Strength: Affect how many inventory slots you have and how good you are at melee combat.
Accuracy: Your ability to hit with guns and other ranged weapons.
Gardening: Your ability to plant and nurture vegetables, fruit, trees, bushes and the like. You also have an advanced ability to check different plants condition and eventual cause of death.
Animal Handling: You can train and handle animals like dogs and farm animals. You also have a chance to prevent wild or feral animals from attacking you or running away.
Perception: Your five senses, are used to find hidden items and units. Also determines sight range.
Discipline: You have a better self discipline, you are better at controlling physiological distress.
Linguistics: Your ability to communicate with other people and get your will through either by lies, manipulation, diplomacy, intimidation or something similar. (This only works on npcs)

What is cooking doing here? Isn't it called 'domestics'? Also, you can combine perception with accuracy.

I'm thinking we could use a Sims style clock, where each second is a minute ingame. This leaves plenty of gaming time :D Naturally how long zombies live is customizable.

That makes 24 mins for a person to turn into a zombie and 12 min every day/night. Also, 365 x 24 = 8760 minutes and 8760 / 60 = 146 hours and 146 / 24 = 6.8...=about 7 days of non-stop playing for a zombie to rot. D:
 
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This is a survival game, so we would have to incorporate a survival timer. Basically you win the game when the timer runs out and the zombies die of their respective weaknesses (Solanum zombies decompose, Rage/Rabies zombies starve, etc). I think this works out well because fast zombies die are considered a much harder difficulty than standard romero zombies, so you only have to survive a certain amount of time before they die - it's more balanced that the time of this is short as their life-span is short.

I'm thinking we could use a Sims style clock, where each second is a minute ingame. This leaves plenty of gaming time :D Naturally how long zombies live is customizable.

SOLANUM
Attributes
Slow
Weak Damage
Resistant to Explosives
Grabs and Bites at close range
Eats dead corpses
Eats animals
Lives for 5 years before decomposing completely
Freezes in the snow
Can't infect animals
No mutation
Killed by headshot only

RABIES/RAGE/MAD COW
Fast
High damage
Normal damage from explosives
Prefers attacking over bites
Doesn't eat corpses
Eats animals
Lives for 6 weeks before starving
Doesn't freeze in snow
Can infect animals
No mutation
Killed normally

DARKSEEKERS (I AM LEGEND)
Fast
Intelligent
Medium Damage
Doesn't infect survivors
Killed by sunlight and other UV lights
Eats dead corpses
Eats animals
Lives for 6 weeks before starving
Cold sensative
Can infect dogs
No mutation
Killed normally

TYRANT VIRUS (T-Virus)
Slow
Weak Damage
Resistant to Explosives
Grabs and Bites at close range
Eats dead corpses
Eats animals
Lives for 5 years before decomposing completely
Freezes in the snow
Can infect animals
Mutates in humans
Slight mutation in animals (increase in size)
Killed by headshots only


Those are some presets. Below are the options if you want to customize your own virus:

CUSTOM VIRUS
Speed: Slow / Medium / Fast
Damage: Weak / Normal / Strong
Intelligence: None / Some / Normal
Resistances: Explosives / Bullets / Bludgeoning / Need More Ideas
Attack Type: Inflicts Pain / Bites
Eats: Dead Corpses / Animals
Life Span: 6 Weeks / 6 Months / 1 Year / 2 Years / 3 Years / up to 6 years
Freezes in Snow: Yes / No
Can infect animals: Yes / No / Dogs Only
Mutates: Slightly in Humans / Slightly in Animals / Slightly in both / Humans / Animals / Both / No
Killed by: Any Means / Physical Attacks Only / Chemical Attack Only / Headshots Only


Feel free to add more.
Well, Daekseeker can infect animals to, like Will smith's dog xD
Well, in the system. I've also added:
Cure [Yes/No]
Perception [Ear dependent / Eye Dependent / Nose dependent / Six'th sense / dependent on all senses]

I don't want an ingame time, as an real survivor would actually have no clue if an rescue helicopter would come. And if it is a "the whole world is infected" scenario, I think it would actually would be very unlikely that an helicopter would come at all.
Was thinking of adding all zombies expiration times. And if they are nutrition depended: it will be refilled each time they feast.

Add descriptions to T-virus and Darkseeker and i'll add it to the front post :)

Terrain, triggering.

Need both, but terraining is not needed until I've done all the doodads. If you want to do a table, you can pick one from the priority list a couple of posts above :)



Solanum seems it needs a sunlight weakness...

I dunno, are they actually weaker in sun light?
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
Actually weakness to sunlight could be added to some zombie type.

Oh, I recommend compacting that self-control or whatever and linquistics into a single skill, spychology. This way it will be both effective to lonners who'll be starwing from lonelyness and those who'll try to search for more people to join them.
And herding and gardening should be transformed into a single Farming. Oh, engineering might need to be renamed to Technology or something since hacking and engineering have nothing in common and... what's farming doing over there?
 
How about more martial arts in the game?



Fire? Cutting? Acid? Piercing? Martial arts/unarmed?

Anyway, how about tools?

Tools
Camera - blinds humans, minus 1/3 nearby zombies' sight (stackable with camera's debuff), can video stuff for faster learning experience. Default tool for reporter.
Whistle - minus half of nearby humans' linguistics and deplete nearby humans' Physiological Health temporarily. Also minus 1/3 of nearby zombie's sight (stackable with camera's debuff).
Flute - Combination of bored stick and whistle. Improve nearby humans' Physiological Health. Can be dissembled.
Hammer** - allows faster making of tools. Default tool of blacksmith*. Can be combined with anvil.
Anvil*** - allows faster making of metal tools. Default tool of blacksmith*. Can be combined with hammer.

Anyway, one feat for you.

Blacksmith - You are the local blacksmith who work at a smithy to make metal items. You have both a hammer** and a portable anvil***. Since hammering stuff is hard work, you have increased strength and accuracy, but have decreased stealth because of your big muscles and have worser than average linguistics because of your harsh tone and engineering because of your isolation from technology.

What is cooking doing here? Isn't it called 'domestics'? Also, you can combine perception with accuracy.

That makes 24 mins for a person to turn into a zombie and 12 min every day/night. Also, 365 x 24 = 8760 minutes and 8760 / 60 = 146 hours and 146 / 24 = 6.8...=about 7 days of non-stop playing for a zombie to rot. D:

Didn't see you there xD

Cooking was a flaw, will be removed.
Actually removed martial arts from the skills.
Don't know about blacksmith, is kinda medieval

Is a bit long, but if not playing from the start of the apocalypse could reduce it.

Actually weakness to sunlight could be added to some zombie type.

Oh, I recommend compacting that self-control or whatever and linquistics into a single skill, spychology. This way it will be both effective to lonners who'll be starwing from lonelyness and those who'll try to search for more people to join them.
And herding and gardening should be transformed into a single Farming. Oh, engineering might need to be renamed to Technology or something since hacking and engineering have nothing in common and... what's farming doing over there?

Think both linguistics and dicipline is to essential and far different to fusion them.
Done
Will rename it, and what? xD
 
Level 5
Joined
Jan 31, 2011
Messages
184
Cooking was a flaw, will be removed.
Yes.
Actually removed martial arts from the skills.
Yes.
Don't know about blacksmith, is kinda medieval.
Yes.
Is a bit long, but if not playing from the start of the apocalypse could reduce it.
My bad, I didn't do the math. We'll figure it out.
Well, Daekseeker can infect animals to, like Will smith's dog xD
The dog is there, but the virus can infect anything (such as Sam (the dog) and the rats Will Smith runs tests on) - my bad.
Well, in the system. I've also added:
Cure [Yes/No]
Perception [Ear dependent / Eye Dependent / Nose dependent / Six'th sense / dependent on all senses]
Sounds good.
I don't want an ingame time, as an real survivor would actually have no clue if an rescue helicopter would come. And if it is a "the whole world is infected" scenario, I think it would actually would be very unlikely that an helicopter would come at all.
I never said anything about a rescue helicopter - the timer was counting down until the zombies died from starvation, decomposition, etc.
Was thinking of adding all zombies expiration times. And if they are nutrition depended: it will be refilled each time they feast.
That would work for Rabies/Rage/Mad Cow zombies, as they are techinqually not zombies, they are *infected*. Thus why they die after a few weeks from starvation, and can be killed easily (as opposed to traditional zombies which only die via headshot). So yeah, it would work for those classes of zombies, but not for traditional ones (as we all know, classic zombies (solanum/T-Virus) are dead, and do not benefit from eating flesh).
Add descriptions to T-virus and Darkseeker and i'll add it to the front post :)
DARKSEEKER
A genetically-engineered variant of the measles virus meant as a cancer cure mutated unexpectedly, producing bald, pale, aggressive beings referred to as Darkseekers, who hunted down the immune humans as prey. The Darkseekers are so-called for hiding in buildings and dark places during the day due to a painful intolerance to UV radiation. The infected exhibit increased speed, agility, aggression, and strength. These abilities stem from an increased metabolic rate, which also consumes the infected with an overwhelming hunger which makes them resort to cannibalism. Despite their primal behavior, the Darkseekers seem to retain some basic problem-solving intelligence, animalistic cunning, and the capacity to organize themselves.

TYRANT VIRUS
The Tyrant Virus, or T-Virus, is a vicious medically engineered virus created by the Umbrella corperation. Upon infection, all higher brain functions are destroyed. This leaves only the cerebellum to govern behaviour. This leaves the infected host with a very animalistic behaviour. As the virus spreads, it damages the hypothalamus. This produces a massive flood of neurotransmitters, enzymes, and hormones such as norepinephrine and dopamine. These effects, combined with the painful symptoms of the infection, induce a psychotic rage, persistent hunger, and increased aggressiveness in those infected.
 
Yes.

Yes.

Yes.

My bad, I didn't do the math. We'll figure it out.

The dog is there, but the virus can infect anything (such as Sam (the dog) and the rats Will Smith runs tests on) - my bad.

Sounds good.

I never said anything about a rescue helicopter - the timer was counting down until the zombies died from starvation, decomposition, etc.

That would work for Rabies/Rage/Mad Cow zombies, as they are techinqually not zombies, they are *infected*. Thus why they die after a few weeks from starvation, and can be killed easily (as opposed to traditional zombies which only die via headshot). So yeah, it would work for those classes of zombies, but not for traditional ones (as we all know, classic zombies (solanum/T-Virus) are dead, and do not benefit from eating flesh).

DARKSEEKER
A genetically-engineered variant of the measles virus meant as a cancer cure mutated unexpectedly, producing bald, pale, aggressive beings referred to as Darkseekers, who hunted down the immune humans as prey. The Darkseekers are so-called for hiding in buildings and dark places during the day due to a painful intolerance to UV radiation. The infected exhibit increased speed, agility, aggression, and strength. These abilities stem from an increased metabolic rate, which also consumes the infected with an overwhelming hunger which makes them resort to cannibalism. Despite their primal behavior, the Darkseekers seem to retain some basic problem-solving intelligence, animalistic cunning, and the capacity to organize themselves.

TYRANT VIRUS
The Tyrant Virus, or T-Virus, is a vicious medically engineered virus created by the Umbrella corperation. Upon infection, all higher brain functions are destroyed. This leaves only the cerebellum to govern behaviour. This leaves the infected host with a very animalistic behaviour. As the virus spreads, it damages the hypothalamus. This produces a massive flood of neurotransmitters, enzymes, and hormones such as norepinephrine and dopamine. These effects, combined with the painful symptoms of the infection, induce a psychotic rage, persistent hunger, and increased aggressiveness in those infected.

Wow, that is some very scientific explanations :)
Well, yes, for zombies not needing nutrition, the expiration timer will of cause not reset upon feasting.
Will add the descriptions and traits then ^^
 
Level 4
Joined
Jul 22, 2009
Messages
107
you could make some thing that causes confusion to humans and might cause friendly fire, like make recent-turned zombies just like humans but clumsy and slow, and latter become bloody and decomposed
 
Level 4
Joined
Jan 21, 2011
Messages
48
Don't know about blacksmith, is kinda medieval

A blacksmith is a guy who make metal stuff like griders and so on, although they don't do it in the way they used to. They are the guys who make complicated metal stuff that machines cannot do. Same with glass-blower, except that they work with glass. If I'm not wrong, they make forks and spoons and so on. Potters still exist, too.

How about more martial arts in the game?
Actually removed martial arts from the skills.
I think he meant stuff like judo* and so on, abilities, you know, not that crap which give you more strength unarmed.
Didn't see you there xD
I think you've also missed
How about weapons? Like the pistol, the crowbar and the shaolin spade?

Noisy Range weapons (can be fitted with silencer)

Sniper - Long range, only good in jungle, high penetrating power, low ammo.
Hunting gun - your rifle.
Pistol - Good for close-ranged combat(also a melee weapon).
AK-47 - Your machine gun, waste loads of bullets, but useful in handicapping groups of zombies (though not killing them). Rock-and-roll gun*.
Sub machine gun - Have 2 functions - can function as both an AK-47 and a Pistol.
Shotgun - short to medium ranged spread weapon, 5 bullets fired at once, greatest accuracy for middle bullet.

Quiet ranged weapons
Bow - slow reload time, arrows flammable.
Crossbow - even slower reload time, harder to load flamed arrows.
Sling - lower accuracy but more power than slingshot. Relies on stones.
Slingshot - higher accuracy but lower power than slingshot. Relies on stones.
Shuriken - Low to high accuracy, depending on skill, tends to fly off-target when handled by beginners. Able to be used as a low-class melee weapon.
Throwing knives - Moderately low to moderately high accuracy, more power than Shuriken. Able to be used as a low-class melee weapon.

Long-ranged melee weapons
Shaolin spade - hard to handle, high power, recipe of katana and unflammed spear.
Spear - low power, combination of wood stick/long pipe and a throwing knife, flammable.
Warhammer - hard to handle, high crushing power, low-med accuracy.
Trench spike - high power, hard to obtain.
Long pipe - obtainable from cutting suitable pipes, low power.
2h swords of all kinds - high power, hard to handle.
Foil - low accuracy, 1-hit-kill.

edged (short-ranged) melee weapons
katana - high power.
axe - ability to bash doors, med power.
foil - low accuracy, very high power.
edged whip - not a killing weapon, but to trip zombies. Can be attached to a zombie for 10 seconds(item ability) to be turned into an effective bludgeon (head vs head, :D)
Dagger - low power, give the user an unlockable ability to scale walls.

Bludgeons
Club - medium striking power.
Hammer - high striking power, can be interrupted (depends on skill)
Crowbar - high striking power, hard to obtain, can be transformed into a lever.

Noob, so-called-weapons. Only use at a last resort.
Arrow - flammable.
Stone - low-med striking power.

Credits to the original zombie survival guide (for the original weapons) and me (for balancing the weapons).

More coming.

*Increase energy and decrease psychological health temporarily.

P.S.
Quote:
Toilet Need: Lets be honest, everybody needs to do this, no matter how ill thought of. If low, you’ll lose immunity and get certain diseases. If depleted you lose heavy amounts of energy and might… “yeah you know on” where you stand.
Useless, in a crisis, people will resort to pooing everywhere (or will they?). About it, you can make a 'poo' ability that take some time depending on toilet need, reducing their toilet need and when they are doing it, their armor bonus become zero. It leave a bunch of body waste that can be tracked and/or be unnoticed and make people (including zombies) slip, making them unconscious or something. Also, people may be caught pooing when they do it in a non-toilet-cubical place. In a cubicle, the poo will automatically destroyed.
this.

Nutrition: Your need to eat. If this gets low, your character will regain energy slower; lose more energy, and overall move slower. Depletion will result in starvation, which might end in death.

Hydration: Your need to drink water. Much the same effect of hunger, but depletes much faster. Depletion will result in dehydration, which might end in death. (An average person need minimum at least 1 L every day.)

Energy: Your short term energy, is influenced by many different factors. Low energy results in slow movement and slow reactions. Depletion results in unconsciousness.

Immunity: Your natural immunity system, if low, you’ll get sick easier. Depleted and you can die of from simple illnesses like cold or low fewer.

Hygine: Your body hygiene, if low you’re natural immunity and physiological health will weaken.

Toilet Need: Lets be honest, everybody needs to do this, no matter how ill thought of. If low, you’ll lose immunity and get certain diseases. If depleted you lose heavy amounts of energy and might… “yeah you know on” where you stand.

Physiological Health: Your mental strength, if low you might get mental sicknesses. If depleted you’ll panic or lose self control.

Physic Health: Your resistance to attack, affects your in game health, if low your lose energy and might get open wounds and fractured bones. If depleted you die.
Nutrition should be renamed food reserves, hydration as water reserves and toilet need as body waste accumulated**.
Have reduced them to the essentials, which makes 14 skills. Split precision between stealth and accuracy. There is now an Domestic skill that covers all house holding and cooking. Survival now covers hunting too. Electrics, engineering and computing is now a single skill.
Why not there be branches in a techtree? like in the domestics techtree have the cooking branch? Anyway, let's say, training a level of a whole skill take 1 skill point and training one level of a branch take 1/2 skill point. This way you get the best of both worlds, because they ignore branches and can customize their character. Branches should be a minor thing that are like tuition classes and skills (techtrees) should be major things that are very important.

P.S. You forgot animal handling, although this time it would not have to do with farm animals, but to do with training dogs to search, etc.

*The zombie survival guide mentioned something like martial arts giving you the ability to slip from a zombie's grip.
**In real life, nutrition means how much nutrients you can get from the food and hydration is the process of hydrating a body. Toilet need is a 'baby' phrase is it's not so mature***, so, for the sake of not been spitted on, please rename it as 'body waste accumulated'.
***People don't use leet, singlish or inmature sentences (sentences which you use when you have not learnt loads of words) to make a map as that will make the map less popular.
 
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Well still Linguistics and Self-control of whatever could be combined into one since I'm sure NPC humans will come in rarely and Psychology help to both persuade people and remian calm.

Well, linguistics is going affect more than just npc's, like moral and the ability to inspire others, and certain abilities later on.

you could make some thing that causes confusion to humans and might cause friendly fire, like make recent-turned zombies just like humans but clumsy and slow, and latter become bloody and decomposed

In WWZ Brooks describes human that think tey are zombies, can't remember what he calls them though :)

A blacksmith is a guy who make metal stuff like griders and so on, although they don't do it in the way they used to. They are the guys who make complicated metal stuff that machines cannot do. Same with glass-blower, except that they work with glass. If I'm not wrong, they make forks and spoons and so on. Potters still exist, too.

Wasn't aware that blacksmiths still existed, although I knew other kinds of "smiths" existed. Not quite sure if blacksmith has any bonuses that are actually needed in the game, but will consider adding it. Maybee a more overall history feat that can be blacksmith, but also other jobs in and around the same field of expertise.

I think he meant stuff like judo* and so on, abilities, you know, not that crap which give you more strength unarmed.

Well, will not have abilities for every single martial art out there, not even the big ones as there is still to many to have an ability for each. Will rather add an overall Martial Art ability. Which could make one use his accuracy skill for melee unarmed combat instead of strength while active.

I think you've also missed

D*mn slow connection.

Nutrition should be renamed food reserves, hydration as water reserves and toilet need as body waste accumulated**.

Well, I'm not quite aware if thats exactly the right words to use, although they're better than mine, as you wouldn't often talk about reserves when talking about starvation and so on. Body waste accumulated describes how much body waste you have accumulated, so that sounds kinda strange to me. But english isn't my primary language, so don't know.

Why not there be branches in a techtree? like in the domestics techtree have the cooking branch? Anyway, let's say, training a level of a whole skill take 1 skill point and training one level of a branch take 1/2 skill point. This way you get the best of both worlds, because they ignore branches and can customize their character. Branches should be a minor thing that are like tuition classes and skills (techtrees) should be major things that are very important.

Primarily because there isn't that many appliances for each skill to make a whole techtree. And techtrees heavily limits customization.

P.S. You forgot animal handling, although this time it would not have to do with farm animals, but to do with training dogs to search, etc.

Will rather give it another name or splitting them up than have two skills which affect about the same xD

*The zombie survival guide mentioned something like martial arts giving you the ability to slip from a zombie's grip.
**In real life, nutrition means how much nutrients you can get from the food and hydration is the process of hydrating a body. Toilet need is a 'baby' phrase is it's not so mature***, so, for the sake of not been spitted on, please rename it as 'body waste accumulated'.
***People don't use leet, singlish or inmature sentences (sentences which you use when you have not learnt loads of words) to make a map as that will make the map less popular.

Every melee attack will be able to keep zombies at a distance, if trained enough and taking the right abillity.
Well yes, I really need zome propper names, although I can't really find any that fits what I need xD

Will comment this now:
How about weapons? Like the pistol, the crowbar and the shaolin spade?

Noisy Range weapons (can be fitted with silencer)

Sniper - Long range, only good in jungle, high penetrating power, low ammo.
Hunting gun - your rifle.
Pistol - Good for close-ranged combat(also a melee weapon).
AK-47 - Your machine gun, waste loads of bullets, but useful in handicapping groups of zombies (though not killing them). Rock-and-roll gun*.
Sub machine gun - Have 2 functions - can function as both an AK-47 and a Pistol.
Shotgun - short to medium ranged spread weapon, 5 bullets fired at once, greatest accuracy for middle bullet.

Quiet ranged weapons
Bow - slow reload time, arrows flammable.
Crossbow - even slower reload time, harder to load flamed arrows.
Sling - lower accuracy but more power than slingshot. Relies on stones.
Slingshot - higher accuracy but lower power than slingshot. Relies on stones.
Shuriken - Low to high accuracy, depending on skill, tends to fly off-target when handled by beginners. Able to be used as a low-class melee weapon.
Throwing knives - Moderately low to moderately high accuracy, more power than Shuriken. Able to be used as a low-class melee weapon.

Long-ranged melee weapons
Shaolin spade - hard to handle, high power, recipe of katana and unflammed spear.
Spear - low power, combination of wood stick/long pipe and a throwing knife, flammable.
Warhammer - hard to handle, high crushing power, low-med accuracy.
Trench spike - high power, hard to obtain.
Long pipe - obtainable from cutting suitable pipes, low power.
2h swords of all kinds - high power, hard to handle.
Foil - low accuracy, 1-hit-kill.

edged (short-ranged) melee weapons
katana - high power.
axe - ability to bash doors, med power.
foil - low accuracy, very high power.
edged whip - not a killing weapon, but to trip zombies. Can be attached to a zombie for 10 seconds(item ability) to be turned into an effective bludgeon (head vs head, :D)
Dagger - low power, give the user an unlockable ability to scale walls.

Bludgeons
Club - medium striking power.
Hammer - high striking power, can be interrupted (depends on skill)
Crowbar - high striking power, hard to obtain, can be transformed into a lever.

Noob, so-called-weapons. Only use at a last resort.
Arrow - flammable.
Stone - low-med striking power.

Credits to the original zombie survival guide (for the original weapons) and me (for balancing the weapons).

More coming.

*Increase energy and decrease psychological health temporarily.

P.S.

Useless, in a crisis, people will resort to pooing everywhere (or will they?). About it, you can make a 'poo' ability that take some time depending on toilet need, reducing their toilet need and when they are doing it, their armor bonus become zero. It leave a bunch of body waste that can be tracked and/or be unnoticed and make people (including zombies) slip, making them unconscious or something. Also, people may be caught pooing when they do it in a non-toilet-cubical place. In a cubicle, the poo will automatically destroyed.

I'm sorry that you got banned so you can't make more and I can't talk directly to you :/
Well, many of the melee weapons described is really really rare in the modern world like crossbow and so forth.

Like your idears, but can't really implent them until we get a functioning item system. Do not want to make a lot of items and then have to remove them because of the system before we even have an alfa version :/
 
Level 4
Joined
Jan 21, 2011
Messages
48
I'm sorry that you got banned so you can't make more and I can't talk directly to you :/
Well, many of the melee weapons described is really really rare in the modern world like crossbow and so forth.

Like your idears, but can't really implent them until we get a functioning item system. Do not want to make a lot of items and then have to remove them because of the system before we even have an alfa version :/

Bows still exist, after all, it's just a stick and a string. Crossbows, well, can be raided from the museum. Arrows are just a thin stake. Slingshots are just a y-stick with an elastic band. Slings are just a piece of an animal's skin. Foils are fencing weapons, and therefore, should not be implemented. Warhammers could be a recipe of a large stone and a long stick. Shuriken and throwing knives, never mind, unless raided from a museum or made by a blacksmith. 2H swords are just heavy swords. The shaolin spade can be implemented if it take place in japan or china. All weapons are orderable, provided you have a handphone in game. Talking about that, will there be a tool called a handphone in the game, automatically given to those who have a decent income at the start of the game? Anyway, can I have the whole view of the whole terrain that you done?

Finished Sleep anim (easiest one, lol). Btw, are you going to use a custom skin for the Villager? Because, I honestly don't want to see a map where a medieval peasant runs around in a modern facility chased by zombies, and wielding machine guns.
Just replace the shirt with a suit, that will do.

P.S. Wait a min, aren't those in the zombie survival guide?
 
Solanum... it just fits a weakness to the Sun...
Sol-a-num.

Finished Sleep anim (easiest one, lol). Btw, are you going to use a custom skin for the Villager? Because, I honestly don't want to see a map where a medieval peasant runs around in a modern facility chased by zombies, and wielding machine guns.

There will, haven't concidered if the player can choose between 3 skins, or there should just be a single universal "survivor" skin. But probably the last, as 3 skins would require 3 models, would require quite a load of space.

Bows still exist, after all, it's just a stick and a string. Crossbows, well, can be raided from the museum. Arrows are just a thin stake. Slingshots are just a y-stick with an elastic band. Slings are just a piece of an animal's skin. Foils are fencing weapons, and therefore, should not be implemented. Warhammers could be a recipe of a large stone and a long stick. Shuriken and throwing knives, never mind, unless raided from a museum or made by a blacksmith. 2H swords are just heavy swords. The shaolin spade can be implemented if it take place in japan or china. All weapons are orderable, provided you have a handphone in game. Talking about that, will there be a tool called a handphone in the game, automatically given to those who have a decent income at the start of the game? Anyway, can I have the whole view of the whole terrain that you done?


Just replace the shirt with a suit, that will do.

P.S. Wait a min, aren't those in the zombie survival guide?

If talking about weapons, so yes.
And I have considered suit, but think most average people won't run around in their suits when the dead are rising. Although that really depends the situation you were in when it started.

Generally we should start with the most common weapons, and work from that point out. So switch blades, shock guns, knives, baseball bats and so forth before we start on the katanas and the crossbows. Anything from museums should be in a later update. And also, generally, everything ordered over the internet and the phone is crap when it comes to combat (especially ancient weapon replicas).

The terrain isen't currently in a state where you can currently call it a terrain yet, as I are doing anything myself including modelling walls, floors, furniture, electronics, debris and so forth. What do you want if for anyway that you can't use the sketch or the few already made sceenshots for? :)
You can have a list of the models i've made already if thats it?

Well, a handphone is not really needed until and if we get a custom chat system, which would be nice. But not currently a very high priority.
 
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