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Geek Culture / Thinking of game idea, need help to see if it would work out?

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gfgfgfdddddddd
15
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Joined: 11th Mar 2011
Location: calgary
Posted: 28th Jul 2013 06:41
ok, so I was thinking of a game like say dayz?, but theres no zombies.
players are the only combatants in this post apocalyptic setting, see the world would be a sizable city thats degraded and ruined. finding loot would be hard and there would be a large selection of melee and guns to chose from, the main mechanic of it though is the emotional attachment to the things you find and the things you character does or sees like killing people. dayz is a prime example of this and is a great mechanic. urban environments have are large and vast, for example taller building have more levels and are dangerous because of the view and open style of them. I would wish for realistic animations that people would like, for example you character is running and he has hes gun down and when he stop or walks he brings it up. gritty exploration of ruined buildings and the loot system will work as in..you see a gun and it only spawns in a gun shop or police station or any building that in real life you would link to it, same with other loot. metro system could be added.

so tell me what you think?

when life give me lemons i don't make lemonade i am mad that like cave Johnson i make lemon grenades.
mr_d
DBPro Tool Maker
19
Years of Service
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Joined: 26th Mar 2007
Location: Somewhere In Australia
Posted: 28th Jul 2013 10:14
my beef with all of these genre of games is the fact that there are always these useful and relatively rare functional weapons just lying unused and uncollected everywhere.
in a post-apocalyptic scenario, how easy would it be to even find a handgun anywhere?
if I ever make such a game (which I may in the far off future), I'd make it so that only the types of weapons that you ccould reasonably find, like bats, pipes, makeshift knifes, etc. would be available and all the combatants or survivors would need to rely on strategy, planning, luck and numbers to "take-out" any other player.
there maybe could be some sort of skill tree for weapon expertise like swordsmanship that would help, but that would only be one of the contributing factors to determine who would win in a melee encounter.

MrCrazyDude115
FPSC Reloaded TGC Backer
13
Years of Service
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Joined: 14th Mar 2013
Location: Look Behind You...
Posted: 28th Jul 2013 23:32
I also want to make a game like that

But 1 question, what program should I use, I find it incredibly hard to do it in FPSC.

Dat crazy dude behind you...
Van B
Moderator
23
Years of Service
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 29th Jul 2013 20:16
I think these games worry too much about weapons.

Take DayZ for example - when you start, you are zombie bait - so you go look for a hatchet, then you go find the highest powered gun you can, because you can't trust anyone - so now your zombie bait again, because if you fire that high powered rifle, 20 zombies will suddenly know exactly where you are. Then you bounce between the airports looking for a heli and trying not to be sniped by someone with a much better rifle than you'll ever hope to find.

See, I liked DayZ before I started playing it like every other player. I liked the survival aspect - would happily make a little camp, go scouting for supplies, keeping a vehicle or 2 working, hunting, exploring, navigating. It's not the zombies that ruined that, it's other players. Now I know it's silly to even have a base, because a server reset, hack, or wandering douche-bag will find it anyway. Any vehicles you have will eventually de-spawn.

I think it would be cool to get that initial survival gameplay back, every game that promises that sort of game falls flat, we end up on another gun hunt. What might be an idea is a karma system - every player has a price on their head, ranging from 0 to whatever depending on their crimes. Like, if you kill someone who isn't wanted, then your bounty goes up, other players can kill you and collect the bounty. I think there has to be some mechanic that makes killing a random player a bad idea. There's no real consequence in DayZ for killing an innocent noob, other than a snazzy new bandit outfit and some loot. The zombie kill count, murder count, all that stuff means nothing really. A survival game that encourages teamwork would be refreshing.

I got a fever, and the only prescription, is more memes.
Daniel wright 2311
User Banned
Posted: 29th Jul 2013 20:40
Quote: "I think these games worry too much about weapons."


I agree, The best games I ever played in my life had no weapons at all, you had to figure out clues, it was the clues and the story that made the game a game, not guns or knives and or swords.

Even resident evil years ago had more clues then weapons, yes you would shoot zombies,but not as much as you noticed.

I remember trying to find my way to point b to find a key to open a door more then shooting a zombie.

my signature keeps being erased by a mod So this is my new signature.
The Zoq2
16
Years of Service
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 29th Jul 2013 20:58
Quote: "What might be an idea is a karma system - every player has a price on their head"


DayZ sort of has that, well, it has the humanity aspect where humanity below 0 makes you a bandit and gives you a diffirent skin, killing bandits increase humanity and killing survivors does the oposite. THe problem arrives when a survivor is shooting at you and you kill them in self defence. you still loose humanity and may end up becomming a bandit which makes more people shoot at you. But sadly the "hacking" is widespread in that game that no matter what you do, some hacker will always make you loose your gear.

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
Libervurto
20
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Joined: 30th Jun 2006
Location: On Toast
Posted: 29th Jul 2013 21:23
Quote: "my beef with all of these genre of games is the fact that there are always these useful and relatively rare functional weapons just lying unused and uncollected everywhere. In a post-apocalyptic scenario, how easy would it be to even find a handgun anywhere?"

How about if each loot spawning location had a variable attached to it that would determine the quality of the loot spawned there, and each time a player took something the loot would get worse for the next person.

The problem with that is eventually all the useful loot would run out, which would be an interesting scenario, but there has to be a way for players to produce their own food and craft their own weapons or the game becomes impossible to survive in after that time. It also penalises new players as if they've been sitting on their arses while everyone else was gathering supplies.

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