This last weekend, I graduated from DigiPen with a Bachelor of Science in Game Design, with honors, and as degree Valedictorian. I said that this week I would begin full-time development of the Zombie Game. With that, I have a couple of updates on the vision for the game, as it was outlined in the first post.
The game takes place after the fall of civilization, in a city completely overrun by zombies. One possibility I'm currently mulling is doing something like the experience of Rogue Survivor if you turn the number of humans up high in the early game, and having the start point be the moment of panic when civilization is collapsing around you, and you go running through the street, trying to find supplies, while an anarchy of zombies and humans are fighting around you. I wasn't planning on doing this, but I have to admit, it's a pretty badass start to the game in Rogue Survivor, and it leads nicely into the rest of the game. If there is power or running water, they will soon be lost.
You start with one person, you, and if you die the game is over. Originally, I was planning to allow you to recruit up to party of five people, but my work last week on LCS has made me lean toward allowing more characters, and allow you to develop a settlement yourself, along the lines of the game Rebuild.
The current plan is for the game to have two main game modes. The first is a strategic overhead map, with the ability to organize your survivors and direct their activities. The second game mode allows you to run around in the streets, and uses a large view, with many more tiles of vision than in LCS. Combat will take place on this map as you shoot at Zombies chasing after you in other tiles; I have this system prototyped and working, including Zombie pathfinding and your field of view/line of sight calculations.
Originally, I was planning the second game mode to be used only to clear buildings, just as in LCS. However, my prototype supports a 1000x1000 map large enough to encompass the entire city, with truly insane numbers of zombies on the map at once, without taking an inordinate amount of memory. If the game doesn't simulate other survivors, I can make it a continuous open world game, and have the strategic view interfaced through a cell phone or laptop. This strategic layer would require power to access (at least to charge the batteries), so you'd have value in setting up a safehouse with a generator. An open world game should also have the ability to jump around the map; this fast travel could come through use of cars. Car usage would depend on fuel. On the other hand, if I do want to do a lot of active humans in the city, this could slow down the game significantly for the type of large map needed to make it an open world game. It may be possible to abstract this convincingly in the background as you move around the city, but there are no guarantees.
I hate how followers usually work in Roguelikes, with them trailing behind you, getting stuck, distracted, blocking your movement, obstructing your aim, ugh, yuck. I'm strongly leaning toward putting your entire party in a single tile, and having you move and act as a unit, with attack command giving everyone the command to start shooting. After all, everybody knows that in a Zombie apocalypse, "let's split up" is the last decision you'll ever make. This leads to a possibility that I could re-assess the scale of the tiles, and make things consistent by having tiles be big enough to support multiple zombies as well, potentially allowing five or six zombies to move into the same tile as they close in on you.
I want combat to be fast. One of the strengths of LCS is that if anything gets boring, you can start speeding through it, including massive combat. To that end, I'm strongly leaning toward abstracting shooting from the way Roguelikes do it, and having the attack command auto-attack some of the nearby enemies, without prompting you to select a target. You might get a focus fire command to supplement this, in case you feel strongly about killing a specific enemy first.