A wee daft zombie mod

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

A wee daft zombie mod

Post by Guessmyname »

Every game should have a zombie mod.

Le plan:
The zombie team starts with a zombie. Zombies can build other zombies, and reclaim. Thus the swarm grows

The Human team is made of characters. Each member of the "Human Team" starts with their choosen character (Characters are chosen via the lobby, in same way that Arm and Core are. Technically speaking they'll just be different sides). Characters all differ from each other to cater for different playing styles and promote teamwork. For extra fun, play in FPS mode

The Fodder team are all the other humans who are in a panic and don't stand a chance. Their main purpose is in city maps, and are meant to be AI controlled.

There should be say... 10 different characters for the human team to choose from?
Maybe different types of zombie too (slow fodder, fast, great big fat hulking bastards, etc)

Resources:
Human Team: Energy is, well, energy, but not in the same way as TA. Energy for the Human Team is how much energy a character has. Moving takes up energy, as does building barricades and healing others. Characters generate energy, but only slowly. Metal is ammo for your weapon. It regenerates, slowly. Characters can also build barricades

Zombies: Energy is "food supply". Get this by reclaiming corpses. Zombies slowly use this up at a constant rate. It is also used to make other zombies (hence the need for an AI Fodder team for the zombies to kill to reclaim corpses). Metal is not used.

Fodder: No resource model. The only resource here is time (to build). It is meant to be AI controlled remember.

The models I can do easily (just tweak some pre-existing infantry models). What I need is a scriptor (my scripts never work for some reason), and probably a texture artist. It'll have about 15 units in it, in total (not including barricades - which are features). Who wants to help?

EDIT: Also: http://www.sothisisacomic.com/Zombie/zomb3.html :P
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

I like. I like a lot.


Hell, you could play team modes with allies - which could really rock.

Great idea.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

lol very cool like an RTS FPS XD
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

yeah... this idea teh roxzors.. the general idea could be expanded.. I'm seeing a "DM" style RTS... one player has god like powers and can build almost anything anywhere on the board... but he has huge storage in his com unit, and no ability to produce resources... so he has to manage his resources wisely while trying to take out the players who are all working together to defeat him...
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

The original idea sounded vaguely like the WC3 game DOTA.

Which is pretty cool. Of course, the current team limit is 10 (and player limit is 16, I think), so games would be small.

I'm looking forward to this.
User avatar
Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Every zombie should be able to capture extremely quick :)
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

SinbadEV wrote:yeah... this idea teh roxzors.. the general idea could be expanded.. I'm seeing a "DM" style RTS... one player has god like powers and can build almost anything anywhere on the board... but he has huge storage in his com unit, and no ability to produce resources... so he has to manage his resources wisely while trying to take out the players who are all working together to defeat him...
that'd be quite cool as another mod kinda like dungeon keeper using the spring engine!
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Dont have fast zombies and make the humains cbharicers from ZET...jk 8)

But i would pay this... a lot.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

but XP should have more of a factor, there should be distinct levels of a character and certain abilities/weapons should be unlockable via levelling eg. barricades at lvl 2, pistol at lvl3, small self healing at lvl4, etc etc
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

My friend and i had an idea like this once, but i gave up because i couldnt make a decent zombie model. Anyway, each zombie should have its own cool limping walk with lots of gore hanging off of limbs etc.

And they should have really low HP, but the advantage of numbers. It would be cool to see thousands of em getting mown down every minute, but they somehow overtake the humans!
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

well... I would recomend much bigger models for "people" sized things since almost everything in this mod it around that size...
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I wouldnt midn piecing together a mod and a modified NTAI to handle the zombies and human population.

But I have terrible problems with modelling/texturing and scripting units so somebody else can do that
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

An alternate idea for metal resource for character humans: Sanity

Zombie attacks would drain Sanity
I could also give zombies a large area attack that does nothing save drain Sanity

(Except that weapons can't drain the enemy's resources! Bugger bugger bugger! Forgot about that. No sanity for the humans then (not that you lot had any originally...))

Other ideas involve the zombies

Basically, bits fall off when health is lowered. This would have no affect on the zombie's performance, and would be script-based
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

have humans have plasma shields that draw metal (sanity) for them to work... then when zombies attacked with invisible plasma weapons, it would drain metal/sanity
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

You might want to base the mod on Nanoblobs, because nonoblobs too has no other ressource than time and the units themselves.

Nonoblobs too has huge armies of single units.

So, you could take nanoblobs, and in your mod, the zombies would have only close-comat knights and the humans would have all classes but without production. Then you could implement your nifty ideas on that base.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

This sounds like a very similar idea I had, I was planning a character based FPS style mod, but instead of zombies the player would duke it out with other players, characters would be picked and they all had their different weapons (based on real firearms and weapons) and abilities.

I think you are plotting a RE style mod? cool idea though, too bad you came with it first since I was planning to work on my idea after WD is completed and I was planning to keep this secret...
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Good thing: Its a zombie!

Bad thing: 734 faces

Image
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Damn I want that model bad. :shock:

Mind if I take a look? I might be able to cut down the poly's if you let me use it as a base for my infantry?
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

preferred file type?
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

OBJ, WINGS, 3DS if you have to.
Post Reply

Return to “Game Development”