A wee daft zombie mod
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- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
A wee daft zombie mod
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
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
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...
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- Posts: 241
- Joined: 09 Aug 2005, 15:41
that'd be quite cool as another mod kinda like dungeon keeper using the spring engine!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...
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!
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!
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
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
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
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.
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.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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...
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...