I really don't think that zombies should just *spawn* out of nowhere. My current character started with the metal claws upgrade and the food-to-energy upgrade, so by day two I had slaughtered and butchered every single zombie I came across, at death on day 12 I had 10000 zombie kills, frankly since I started in a really small town that should have cleared the area. There seriously needs to be area-infestation pools which have a set number, that the zombies that spawn are drawn from, sort of like DF animals, but with the addition that lot's of noise or death in a particular area will draw in zombies from surrounding pools increasing that pools spawn number. That way when a gasstation in the middle of town is hit by lightening and blows up you can set the f'ing town on fire and actually decrease the amount of zombies after you.
10000 kills? Wow, you're a zombie-killing machine! Every "town" has a population of between 320 and 1360 zombies, depending on its size. Note that multiple small towns may be placed close together, making it seem like one big one. As you kill zombies (or any other monster), it will detract from the population count, and make spawns smaller. Also, as you move through an initially-circular spawn area, it will get drawn out to follow you (like drawing your finger across a circle of wet paint on paper).
I dislike how the current zombies are pretty much absolute knockoffs from Left For Dead and such. I think it'd be great to include more variety.
If anything, I wouldn't mind sharing some ideas for names, stats, and types of creatures, though my style is a bit more scifi/genetic than simply zombie.
Variety is good and suggestions are welcome! Yes, the Boomer is a shameless knockoff from Left 4 Dead (but back in the olden days when I started Cataclysm, it was meant to be a roguelike L4D!), and the spitter is a case of convergent design (I'd thought of the spitter before playing L4D2; it's a good mechanic that forces the player to alter their route), but skeletons, shriekers, necromancers, and fungal zombies are all pretty original, no?
I've built the game to spawn only vanilla zombies before, and it is
boring. Without some differences to shake the game up, it becomes WAY too easy and repetitive.
When designing new zombie types, it's a good idea to ask yourself the question: "What strategy is too easy? What method of fighting works across the board?" Boomers are used to encourage ranged combat. Skeletons are used to essentially force the player to melee, unless they can run. Fast zombies are used to force the player who runs away from everything to stop and fight (brutes too, but they're basically tougher versions). Spitters introduce complications in your short term plans ("I'm gonna escape down that alleyway! Or no, my escape route is covered in acid!"). Shockers encourage long-range combat, or careful zig-zagging and avoidance of their bolts. Shriekers and necromancers give the player an immediate, pressing goal, forcing a bit more tactics than "kill whatever's closest." And Hulks require the player to think on their toes and use their emergency items, be it molotovs, a burst of armor-piercing rounds, or simply very clever escape tactics.
On the subject of mod/mode variety, it'd be great to have different settings/modes either in-game during initial creation or by mod installation, that will shift the balance between something like an initial zombie outbreak that progresses in strength and numbers, or a mutagenic malfunction that spawns all sort of horrific Lovecraftian creatures, the story/specifics of which you're tasked with discovering. I'm going for the latter in the game I'm planning on making.
I like the idea of it being progressive, as in for newbies you should start with vanilla and work your way up, while hardcore players can opt to start in a more slimy, radiation-filled hellish wasteland.
I mix the two ideas. Currently, the types of zombies gradually increase over the first few in-game days--fast enough to force character progression and the collection of tools, but slow enough that you can take
some time to read books and stuff. ANd the game is crawling with non-zombie monsters and horrific Lovecraftian creatures, but you only enounter them via exploration--moving the choice of how hard the monsters you encounter are to an in-game decision, rather than an artificial-feeling difficulty level.
Trawling through the files I notice some references to weapon loudness but they seem to not be used? Is this a feature that has yet to be implemented? Is it true that a shogun fires at the same volume as a pistol or smg?
Also I've already started modding a Dawn of the Dead (remake) fast zombies type spin off where weapons are more deadly but there are more zombies.
No, they are used, guns all fire at different volumes depending on the ammo used.