Will the infection have a backstory? Is it a virus or something occult?
How about making the game randomize it whether the zombification is biological or occult. Then there could be some skills - like science and occult/sorcery - that are helpful with the right scenario and useless with the wrong one... and you can't know which one the game is about till after you've played a while. These skills could mainly be used for small bonus stuff, like, I don't know - developing immunisation to the infection with scientific skills or building anti-zombie amulets with occultism that grant defense bonus vs zeds in combat.
How bout... a choose your own zombie game?
Rate it with difficulty level... Add more abilities/perks to zombies, increase difficulty! Fun for the nub and veteran alike?!
I like these ideas. Sometimes you need a witch or a priest... sometimes you need a scientist. What other kinds of zombie origin stories exist?
Sounds exciting! I'm eager to see what you come up with, and maybe participate (though my flash-fu is my weakest fu).
What will it be, a 2d art based game? If so, I would like to participate in spriting.
Same here, I need practice.
I appreciate the desire to help, but since this is necessarily a for-profit game (I'm seeking sponsorship money and advertising revenue; I have no intention of charging for the game), I'm hesitant to outsource any art or other tasks. I need to make money so that I can pay rent and continue to be an independent game developer after this game is complete.
It will be 2d art; I haven't decided how much of a mix of vector art and raster art it'll use. Vector graphics is the style of graphics you see in the simplified cartoony art style of most flash games. Raster graphics is the style of graphics you see in hand-crafted pixel art flash games and all games from the late 80s and early 90s. The images in the first post are (intentionally pixelated) raster art.
Piloting as a skill, you say?
One of the problems LCS has, I believe, is the lack of having a goal. There is the mammoth task of making America liberal of course, but it needs to be broken up into smaller tasks to make it easier for someone to get into.
For example, in this game, you maybe had to bomb a graveyard in the island or something via a sequence like the one in LCS. Do not take this idea to heart because it is clearly not thought out, but it's very important to think about this as a game developer in general.
The reason achievements and stuff have become so prevalent in modern video games is because they make the player feel like they must complete something. A fully open world would be terrible for this reason, and this is one of Dwarf Fortress's greatest downfalls in my opinion, to cite an example. I am able to understand it, but I just stop playing because I feel like I'm not really working towards something. This should be a key principle in all game design, I believe as a gamer, and it should be present in this game in some way, shape or form.
I generally agree. The Sims 3 is a fantastic example of an extremely open-ended game which uses shrewd game design to fill the game with direction and purpose; every Sim has a very ambitious life's goal, and you're perpetually beset by optional, non-intrusive, dynamically generated mini-quests you can accept or ignore. The nature of these quests is determined by what is happening right now in the world, your Sim's life goal, and your Sim's personality, making them seem relevant. I don't know for certain what I'll do about this in the game, but it's something I will be keeping in mind.
I think that, looking at the win conditions Jonathan has planned, that may not be a problem. A few of them are amenable to being solved piecemeal, especially founding a permanent settlement. Even flying to Madagascar and curing the zombie virus could work nicely like that; for the plane ending, clear out an airport, get a plane, repair it (assuming it is damaged, which, for the sake of the narrative, I think it should be), get enough fuel for a long flight, enough food and equipment to let you kick off life in Madagascar and getting a pilot or teaching someone.
As for curing the zombie virus, it could also be broken up into stages with some creativity. Maybe you need to capture zombies and experiment on them, get equipment from labs (possibly find the research from ground zero if it's a "science gone awry" start scenario), devote time to the research and contact immune survivors to get anecdotal evidence (or experiment on them for the "saved the world but at what cost" trope).
I would like to have the goals be pursued piecemeal, yes. I would also like to have some "discovery" of the goals; have the idea that this is achievable come up part way through the game. That leaves a challenge of what your initial goal is, beyond just stay alive.
What type of gameplay will it have, by the way? I assume a top-down perspective, but will it be LCS-style turn-based, tactical turn-based (e.g. Fallout Tactics, Ogre Tactics, etc.), or real-time shooter?
This is the #1 biggest design challenge I'm facing. The more complicated combat resolution gets, the longer it will take to implement and the more likely it will take time to make it fun and work out any kinks in the system. More complicated combat systems will also require more time working on content and map algorithms for the building interiors, and will increase the art demands. I've considered many different options, including real-time shooting, X-COM-style tactical battles, and LCS-style combat.
One possibility I'm kicking around is to focus on the strategic game and remove the tactical game entirely (perhaps add it in a sequel?), replacing it with an ultra-spartan system that doesn't show building interiors, but instead just shows a screen where you can see your character's status, with icons showing their ammunition and health. The game then simulates the fight abstractly in real-time, playing gunfire and zombie moans, and showing their ammunition tick down and kills rack up, and a number on the side showing the number of zombies remaining in the building ticking down. At the end, it tallies what was looted from the building and racks up experience for your squad. I'm confident that I can make this system fun to play with, and it will allow me to release the game sooner, which puts me at reduced financial risk.
Whouhou ! that's a lot of things ! But the beauty with work on a spreadsheet is that it is 10 times quicker to test something than when creating a video game.
Maybe some ideas coming for you Jonathan ! (Even if you don't look at the initial time, at least having an idea how things might have happened ...)
More ideas are always welcome!
You did good work on the spreadsheet before, it was fun to play with and interesting to see how things turned out with different assumptions. I hope all the new features work out well!