A wee daft zombie mod - Page 5

A wee daft zombie mod

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Was thinkst du?

good idea
17
35%
bad idea
1
2%
Brains........
29
60%
Other
1
2%
 
Total votes: 48

User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Anyone got a link to it?
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Well if you want your eyes to bleed...

http://taspring.clan-sy.com/phpbb/viewtopic.php?t=988


Oh god...what have I unleashed!
Strider
Posts: 30
Joined: 04 Sep 2005, 23:26

Post by Strider »

I'm thinking about this and I'm thinking it might be better to not use the 'AI' player to control 'helpless survivors' and instead make them a nessassary function of the humans.

IE- humans can build fortifications, run down structures, AND 'helpless civilians'- building stuff costs metal, shooting costs metal, they do not generate any metal by themselves they cannot reclaim; but they can build helpless survivors for free who produce metal (say .1 or .05) but are difficult to control (large wander script; like they thing they are alwase airborn aircraft), so it becomes a difficult tradeoff; the helpless civilians are your resource routines, but they are also easy prey for the zombies giving them the metal boost they would require to swarm and destroy you.

It would be best if you could make the human upgrade somehow, either just make experience more effective for him (so that he grows in power quickly) or have a bunch of 'replace this unit' type scripts going, so that the main charecter can be 'upgraded' (actually killed and replaced with another main charecter).

Also make helpless civilians move slower then the zombies do; so traveling with them everywhere will be painstakingly slow. Finally, to make things a bit more intence, make the 'king zombie' (zombie commander) powerful enough to beat the human 1v1, and a very slow resource creator (so that the human can't just turtle indefinatly waiting for the zombies to come)
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

no, that would be to easily bust. just build the civ fact in a corner and board it off with barricades, or in a natural pit and the zombies are screwed. I like the AI idea. it makes the game diffrenent and more atmospheric.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Can the fast zombies be called Zoombies?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

And the slow or loud moaning zombies Caydr? :P
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

The zombies that always jank another one´s chain, should be called rattles, uh, yeah.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

No, no, you know... ZOOMbies. Like, fast. Zoom-zoom.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

zombies with jet engines! Zoom Zoom indeed! What a brilliant idea!
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

I wouldn't mind a "Rattling Zombie". Wow I just had an idea about a making a movie. Zoombies on a plane. Features jet-zombies hijacking a plane in midflight. Awesome eh?
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

and big fast festering lumbering zombies that are slow but cause horrific insane dps with accompanyed moaning sounds!
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

rattle wrote:I wouldn't mind a "Rattling Zombie". Wow I just had an idea about a making a movie. Zoombies on a plane. Features jet-zombies hijacking a plane in midflight. Awesome eh?
lol'd
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

The name Zoombie originates from a Gary Larsson "Far Side" Cartoon, entitled: "Zoombies...the driving dead"
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

It's sad that I knew that.
User avatar
Shadowsage
Posts: 73
Joined: 01 Dec 2005, 05:50

Post by Shadowsage »

neddiedrow wrote:It's sad that I knew that.
indeed.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

no way, far side... is awesome
Post Reply

Return to “Game Development”