Remove Ad, Sign Up
Register to Remove Ad
Register to Remove Ad
Remove Ad, Sign Up
Register to Remove Ad
Register to Remove Ad
Signup for Free!
-More Features-
-Far Less Ads-
About   Users   Help
Users & Guests Online
On Page: 1
Directory: 154
Entire Site: 10 & 975
Page Staff: pokemon x, pennylessz, Barathemos, tgags123, alexanyways, supercool22, RavusRat,
04-19-24 05:43 PM

Forum Links

Related Threads
Coming Soon

Thread Information

Views
1,949
Replies
11
Rating
0
Status
CLOSED
Thread
Creator
dagedude
03-22-13 07:42 PM
Last
Post
dagedude
04-05-13 12:24 AM
Additional Thread Details
Views: 694
Today: 3
Users: 1 unique

Thread Actions

Thread Closed
New Thread
New Poll
Order
 

Feedback for a top-down Zombie survival game

 

03-22-13 07:42 PM
dagedude is Offline
| ID: 761291 | 168 Words

dagedude
Level: 20


POSTS: 63/73
POST EXP: 6377
LVL EXP: 41502
CP: 131.2
VIZ: 29610

Likes: 0  Dislikes: 0
I'm involved in a group that consists of me (the artist) and two programmers. We want to make a 2-D zombie survival game in the perspective of Legend of Zelda: A Link to the Past, though with more realistic graphics and obviously different gameplay. We want to try to make it a horror survival if possible, inspired largely by DayZ. Players will be able to explore a open world map, possibly set in an Alaska-type setting, and will be able to enter buildings in search of supplies. A major question we've been having is this: where do the zombies come from? We want to avoid the stereotypical medical-situation-gone-wrong scenario, and I personally want aliens to be involved. Does anyone have any feedback for this idea? Where do YOU think the zombies should come from, where would you like to see a zombie game take place, and what would you want from such a game? (Please don't feel limited to these questions and give any feedback that you want!)
I'm involved in a group that consists of me (the artist) and two programmers. We want to make a 2-D zombie survival game in the perspective of Legend of Zelda: A Link to the Past, though with more realistic graphics and obviously different gameplay. We want to try to make it a horror survival if possible, inspired largely by DayZ. Players will be able to explore a open world map, possibly set in an Alaska-type setting, and will be able to enter buildings in search of supplies. A major question we've been having is this: where do the zombies come from? We want to avoid the stereotypical medical-situation-gone-wrong scenario, and I personally want aliens to be involved. Does anyone have any feedback for this idea? Where do YOU think the zombies should come from, where would you like to see a zombie game take place, and what would you want from such a game? (Please don't feel limited to these questions and give any feedback that you want!)
Member
Aspiring Animator


Affected by 'Laziness Syndrome'

Registered: 03-05-12
Location: US
Last Post: 4031 days
Last Active: 3530 days

03-24-13 01:31 AM
Cookieman is Offline
| ID: 762318 | 233 Words

Cookieman
Level: 89

POSTS: 1868/1886
POST EXP: 93146
LVL EXP: 6839970
CP: 119.9
VIZ: 13457

Likes: 0  Dislikes: 0
I can kind of see where you are with this game. It is hard to have a back story on how zombies are created without a medical situation. But you could really play on the idea that it is the work of aliens that, in a sense, created zombies. Considering that aliens are very technologically advanced, it would probably point in the direction of medical experiments on humans (abductions). At the same time, they are aliens, you can really make up whatever you want that seems out of this world that Aliens have that alter humans in a zombie-like way. I'm not sure of any ideas of that sort right now, but the basic concept that I explained can hopefully get you or anyone working with you, or even, someone on this board going.

I'm just really curious in what programs you and your team are using to complete this project. Right now it seems you are still in the stage of creating a game design document (GDD).

I like your basic idea of what you want, it ultimately comes down to what you and your team are able to do and within what time frame.

This is all I have for you right now because my brain is kinda shot from a long day, but I can probably give you more and better feedback later.

Hope everything works out for the best!
I can kind of see where you are with this game. It is hard to have a back story on how zombies are created without a medical situation. But you could really play on the idea that it is the work of aliens that, in a sense, created zombies. Considering that aliens are very technologically advanced, it would probably point in the direction of medical experiments on humans (abductions). At the same time, they are aliens, you can really make up whatever you want that seems out of this world that Aliens have that alter humans in a zombie-like way. I'm not sure of any ideas of that sort right now, but the basic concept that I explained can hopefully get you or anyone working with you, or even, someone on this board going.

I'm just really curious in what programs you and your team are using to complete this project. Right now it seems you are still in the stage of creating a game design document (GDD).

I like your basic idea of what you want, it ultimately comes down to what you and your team are able to do and within what time frame.

This is all I have for you right now because my brain is kinda shot from a long day, but I can probably give you more and better feedback later.

Hope everything works out for the best!
Vizzed Elite
Megaman Addict


Affected by 'Laziness Syndrome'

Registered: 03-16-05
Location: Gilbert, Arizona US
Last Post: 4033 days
Last Active: 132 days

03-24-13 06:05 AM
thenumberone is Offline
| ID: 762382 | 114 Words

thenumberone
Level: 143


POSTS: 5171/6365
POST EXP: 365694
LVL EXP: 35098092
CP: 4946.4
VIZ: 329756

Likes: 0  Dislikes: 0
aliens huh?
In that case, the cause should be a virus. The aliens are looking for planets to colonise and try to avoid doing any of the fighting themself(after a few years, with no food left, the zombies would turn on each other and the earth would be free for re-colonisation. The virus would be started either by planting humans they'd infected, or imbeded in a meteor they fired at earth.
The game should try to have a progresive plot, maybe revealing the timeline of events, or what happened to your family. Games get boring without that. Some form of leveling system too. Either xp or money is used for weapons or skill improvements.
aliens huh?
In that case, the cause should be a virus. The aliens are looking for planets to colonise and try to avoid doing any of the fighting themself(after a few years, with no food left, the zombies would turn on each other and the earth would be free for re-colonisation. The virus would be started either by planting humans they'd infected, or imbeded in a meteor they fired at earth.
The game should try to have a progresive plot, maybe revealing the timeline of events, or what happened to your family. Games get boring without that. Some form of leveling system too. Either xp or money is used for weapons or skill improvements.
Vizzed Elite
Bleeding Heart Liberal


Affected by 'Laziness Syndrome'

Registered: 03-22-11
Last Post: 3403 days
Last Active: 3403 days

03-24-13 05:13 PM
dagedude is Offline
| ID: 762749 | 224 Words

dagedude
Level: 20


POSTS: 67/73
POST EXP: 6377
LVL EXP: 41502
CP: 131.2
VIZ: 29610

Likes: 0  Dislikes: 0
Cookieman : Yeah, it would have been good to mention the movie "I Am Legend" in the initial post. The programmers are coding in Visual Studio, while I am making graphics in GraphicsGale and The GIMP. We are indeed very early in development, building off an engine they programmed for our previous game that we made for a competition. This time, I wanted to bring in more people's opinions since this game is more likely to be a public release rather than a competition entry. We don't have any particular entry as this is something we would all like to work on whenever we can, though I will have some other projects come up in May.
thenumberone : I really like that idea, though I do want to mention that the cause doesn't specifically have to be aliens. We are planning on having some sort of system in which the player will discover the cause as they progress, and we will definitely implement some sort of progressive plot. I am unsure whether we want this game to have an experience system or a shopping system, as we wanted to focus to be on scavenging supplies (forcing the player to move often to find new areas to loot). What would you think about a crafting system that would allow you to create better weapons, armors, medicines, etc.?
Cookieman : Yeah, it would have been good to mention the movie "I Am Legend" in the initial post. The programmers are coding in Visual Studio, while I am making graphics in GraphicsGale and The GIMP. We are indeed very early in development, building off an engine they programmed for our previous game that we made for a competition. This time, I wanted to bring in more people's opinions since this game is more likely to be a public release rather than a competition entry. We don't have any particular entry as this is something we would all like to work on whenever we can, though I will have some other projects come up in May.
thenumberone : I really like that idea, though I do want to mention that the cause doesn't specifically have to be aliens. We are planning on having some sort of system in which the player will discover the cause as they progress, and we will definitely implement some sort of progressive plot. I am unsure whether we want this game to have an experience system or a shopping system, as we wanted to focus to be on scavenging supplies (forcing the player to move often to find new areas to loot). What would you think about a crafting system that would allow you to create better weapons, armors, medicines, etc.?
Member
Aspiring Animator


Affected by 'Laziness Syndrome'

Registered: 03-05-12
Location: US
Last Post: 4031 days
Last Active: 3530 days

03-24-13 05:31 PM
thenumberone is Offline
| ID: 762757 | 55 Words

thenumberone
Level: 143


POSTS: 5174/6365
POST EXP: 365694
LVL EXP: 35098092
CP: 4946.4
VIZ: 329756

Likes: 0  Dislikes: 0
I think crafting is a good idea, upgrading your items would be cool too, e.g if you had a sword, you could upgrade with a refined edge, using various components etc. To make it in line with your central scavenging style, the items used would be non recoverable, so you'd always need to keep scavenging.
I think crafting is a good idea, upgrading your items would be cool too, e.g if you had a sword, you could upgrade with a refined edge, using various components etc. To make it in line with your central scavenging style, the items used would be non recoverable, so you'd always need to keep scavenging.
Vizzed Elite
Bleeding Heart Liberal


Affected by 'Laziness Syndrome'

Registered: 03-22-11
Last Post: 3403 days
Last Active: 3403 days

03-24-13 11:49 PM
Cookieman is Offline
| ID: 762988 | 149 Words

Cookieman
Level: 89

POSTS: 1870/1886
POST EXP: 93146
LVL EXP: 6839970
CP: 119.9
VIZ: 13457

Likes: 0  Dislikes: 0
I see, well that's interesting. I might have to look into those programs.

I feel that a leveling system is only necessary if you are wanting to give the player's character another game play goal of leveling skills to benefit them as the story progresses forward. If that isn't the case and it just depends on gather resources to create it, then possibly I skill learning system, finding "blue-prints" to learn how to make items and whatnot.

Following on the idea of the scavenging system, things needing to be found in a chaotic world should be scarce. The more rare the ingredients to make an item, the more beneficial the item for game play. And yes, like what thenumberone said, making them perishable items helps with the survival game aspect.

Also, a note to ask about, are you going to have wear and tear on your items when used?
I see, well that's interesting. I might have to look into those programs.

I feel that a leveling system is only necessary if you are wanting to give the player's character another game play goal of leveling skills to benefit them as the story progresses forward. If that isn't the case and it just depends on gather resources to create it, then possibly I skill learning system, finding "blue-prints" to learn how to make items and whatnot.

Following on the idea of the scavenging system, things needing to be found in a chaotic world should be scarce. The more rare the ingredients to make an item, the more beneficial the item for game play. And yes, like what thenumberone said, making them perishable items helps with the survival game aspect.

Also, a note to ask about, are you going to have wear and tear on your items when used?
Vizzed Elite
Megaman Addict


Affected by 'Laziness Syndrome'

Registered: 03-16-05
Location: Gilbert, Arizona US
Last Post: 4033 days
Last Active: 132 days

03-27-13 10:21 AM
dagedude is Offline
| ID: 764285 | 149 Words

dagedude
Level: 20


POSTS: 69/73
POST EXP: 6377
LVL EXP: 41502
CP: 131.2
VIZ: 29610

Likes: 0  Dislikes: 0
Cookieman : After quite a bit of discussion regarding item durability, we decided that we probably won't go with it because we want the game to focus on avoiding zombies rather than fighting them. Weapons will be in the game, but they will likely be rare items and we think it would be too cruel to make it rare and have durability. However, if this feels awkward in the final incarnation of the game, I can see us changing this.
thenumberone : For this same reason, I'm not sure if we will have melee weapons or not (I'll be sure to ask), and we likely won't have an upgrade system as weapons won't be very long-term of see heavy use.

This information was given to me by the programmers, so I want to ask you guys if you like this direction or if you would rather have more focus on combat?
Cookieman : After quite a bit of discussion regarding item durability, we decided that we probably won't go with it because we want the game to focus on avoiding zombies rather than fighting them. Weapons will be in the game, but they will likely be rare items and we think it would be too cruel to make it rare and have durability. However, if this feels awkward in the final incarnation of the game, I can see us changing this.
thenumberone : For this same reason, I'm not sure if we will have melee weapons or not (I'll be sure to ask), and we likely won't have an upgrade system as weapons won't be very long-term of see heavy use.

This information was given to me by the programmers, so I want to ask you guys if you like this direction or if you would rather have more focus on combat?
Member
Aspiring Animator


Affected by 'Laziness Syndrome'

Registered: 03-05-12
Location: US
Last Post: 4031 days
Last Active: 3530 days

03-27-13 10:28 AM
Kyle! is Offline
| ID: 764288 | 101 Words

Kyle!
BluemageKyle
Level: 81


POSTS: 1214/1775
POST EXP: 83520
LVL EXP: 4970050
CP: 2563.5
VIZ: -131374

Likes: 0  Dislikes: 0
I believe the zombies should come from a meteor that didn't burn up in the atmosphere and burrowed itself in the ground. Over decades, the chemicals from the meteor would start corrupting living things from the inside without affecting their appearance-- making it hard for doctors to identify what the problem is. Soon it'd move from plants, to animals to people. Now the people aren't really zombies, but infected and deformed looking humans whom crave flesh. Soon, the infection spreads all the way from Brazil to Canada where humanity makes it's last stand for survival in Alaska. 
That's all I got.
I believe the zombies should come from a meteor that didn't burn up in the atmosphere and burrowed itself in the ground. Over decades, the chemicals from the meteor would start corrupting living things from the inside without affecting their appearance-- making it hard for doctors to identify what the problem is. Soon it'd move from plants, to animals to people. Now the people aren't really zombies, but infected and deformed looking humans whom crave flesh. Soon, the infection spreads all the way from Brazil to Canada where humanity makes it's last stand for survival in Alaska. 
That's all I got.
Trusted Member

Affected by 'Laziness Syndrome'

Registered: 03-16-12
Last Post: 1253 days
Last Active: 520 days

03-27-13 12:21 PM
Cookieman is Offline
| ID: 764364 | 124 Words

Cookieman
Level: 89

POSTS: 1884/1886
POST EXP: 93146
LVL EXP: 6839970
CP: 119.9
VIZ: 13457

Likes: 0  Dislikes: 0
Well the big question you have to ask yourself when making a game is, "what makes your game unique/better than other similar games?" Something like a game mechanic that makes it fun and unique.

I feel that in a Survival Horror game a lack of being able to fight back gives it the horror feel. Now, for the survival feel, I think that giving useful resources a durability is a pretty strong factor to consider.

There should definitely be a pretty fun combat system to keep your audience entertained and interactive with everything they do in this world.

I don't have much more time right now to break anything else down, but I'll respond to more of your feedback of what I just explained.
Well the big question you have to ask yourself when making a game is, "what makes your game unique/better than other similar games?" Something like a game mechanic that makes it fun and unique.

I feel that in a Survival Horror game a lack of being able to fight back gives it the horror feel. Now, for the survival feel, I think that giving useful resources a durability is a pretty strong factor to consider.

There should definitely be a pretty fun combat system to keep your audience entertained and interactive with everything they do in this world.

I don't have much more time right now to break anything else down, but I'll respond to more of your feedback of what I just explained.
Vizzed Elite
Megaman Addict


Affected by 'Laziness Syndrome'

Registered: 03-16-05
Location: Gilbert, Arizona US
Last Post: 4033 days
Last Active: 132 days

04-03-13 11:12 PM
dagedude is Offline
| ID: 770919 | 278 Words

dagedude
Level: 20


POSTS: 70/73
POST EXP: 6377
LVL EXP: 41502
CP: 131.2
VIZ: 29610

Likes: 0  Dislikes: 0
Cookieman : Sorry for getting back to you so late, we've just been working on our assets. I think we are going for a horror survival that hopefully keeps the player (or players) engaged. We are going to throw moral choices in there, and there will be corresponding consequences for each of your actions. From what I understand, the game will be more psychological than action-oriented, though espionage will remain an important element. As far as item durability goes, we are considering it, though we aren't too concerned with it at this point as we are working on making the environment.
Just some quick updates so anyone reading this can give some feedback: the setting is confirmed to take place in a modern, semi-open world, pseudo-Alaska. There will be interior areas with dynamic lighting that players can navigate with a flashlight. The exterior map will experience weather changes that will affect visibility and the player (i.e. hypothermia if you don't find warmth). The player will also have an invisible insanity meter, a stamina system, a hunger/thirst system, health, and manageable equipment. Our engine has a large focus on particles, and we already have snowstorms implemented. We will likely implement a cooperative multiplayer mode in which players will have to share supplies to survive, and the amount of enemies and loot will be scaled accordingly. However, in order to retain the psychological horror element, the insanity of a character will affect how they perceive other players. For example, an insane player may see other players die or may see zombies where there are none (or where players are). That's about everything we got so far. Maybe that wasn't so quick...
Cookieman : Sorry for getting back to you so late, we've just been working on our assets. I think we are going for a horror survival that hopefully keeps the player (or players) engaged. We are going to throw moral choices in there, and there will be corresponding consequences for each of your actions. From what I understand, the game will be more psychological than action-oriented, though espionage will remain an important element. As far as item durability goes, we are considering it, though we aren't too concerned with it at this point as we are working on making the environment.
Just some quick updates so anyone reading this can give some feedback: the setting is confirmed to take place in a modern, semi-open world, pseudo-Alaska. There will be interior areas with dynamic lighting that players can navigate with a flashlight. The exterior map will experience weather changes that will affect visibility and the player (i.e. hypothermia if you don't find warmth). The player will also have an invisible insanity meter, a stamina system, a hunger/thirst system, health, and manageable equipment. Our engine has a large focus on particles, and we already have snowstorms implemented. We will likely implement a cooperative multiplayer mode in which players will have to share supplies to survive, and the amount of enemies and loot will be scaled accordingly. However, in order to retain the psychological horror element, the insanity of a character will affect how they perceive other players. For example, an insane player may see other players die or may see zombies where there are none (or where players are). That's about everything we got so far. Maybe that wasn't so quick...
Member
Aspiring Animator


Affected by 'Laziness Syndrome'

Registered: 03-05-12
Location: US
Last Post: 4031 days
Last Active: 3530 days

04-04-13 11:52 AM
Cookieman is Offline
| ID: 771161 | 69 Words

Cookieman
Level: 89

POSTS: 1886/1886
POST EXP: 93146
LVL EXP: 6839970
CP: 119.9
VIZ: 13457

Likes: 0  Dislikes: 0
dagedude : Don't worry about it, just respond when you can. Projects like the one you are working on take time. I know this, haha. I'm just trying to help a fellow game developer.

I like what you have going for you so far. Do you have a game that I could reference to to see how you want the game to look? Or sneak preview assets? I'm quite intrigued.
dagedude : Don't worry about it, just respond when you can. Projects like the one you are working on take time. I know this, haha. I'm just trying to help a fellow game developer.

I like what you have going for you so far. Do you have a game that I could reference to to see how you want the game to look? Or sneak preview assets? I'm quite intrigued.
Vizzed Elite
Megaman Addict


Affected by 'Laziness Syndrome'

Registered: 03-16-05
Location: Gilbert, Arizona US
Last Post: 4033 days
Last Active: 132 days

04-05-13 12:24 AM
dagedude is Offline
| ID: 771856 | 72 Words

dagedude
Level: 20


POSTS: 71/73
POST EXP: 6377
LVL EXP: 41502
CP: 131.2
VIZ: 29610

Likes: 0  Dislikes: 0
Cookieman : I don't feel like I have enough for a preview yet, and I can't think of any games off the top of my had that are similar to what I imagine. The perspective of the camera will be similar to Legend of Zelda: A Link to the Past, though the graphics will be more realistic. I am considering making a website/blog to post my work, though I am still very unsure.
Cookieman : I don't feel like I have enough for a preview yet, and I can't think of any games off the top of my had that are similar to what I imagine. The perspective of the camera will be similar to Legend of Zelda: A Link to the Past, though the graphics will be more realistic. I am considering making a website/blog to post my work, though I am still very unsure.
Member
Aspiring Animator


Affected by 'Laziness Syndrome'

Registered: 03-05-12
Location: US
Last Post: 4031 days
Last Active: 3530 days

Links

Page Comments


This page has no comments

Adblocker detected!

Vizzed.com is very expensive to keep alive! The Ads pay for the servers.

Vizzed has 3 TB worth of games and 1 TB worth of music.  This site is free to use but the ads barely pay for the monthly server fees.  If too many more people use ad block, the site cannot survive.

We prioritize the community over the site profits.  This is why we avoid using annoying (but high paying) ads like most other sites which include popups, obnoxious sounds and animations, malware, and other forms of intrusiveness.  We'll do our part to never resort to these types of ads, please do your part by helping support this site by adding Vizzed.com to your ad blocking whitelist.

×