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Patient Zero is a first person survival game where you can transfer genes from one species to another, including yourself. There is also a virus roaming the world doing the same which allows for unlimited variety in the animals and hybrid creatures you will encounter. Tame them, hunt them, teach them, protect them, the choice is yours - you must only survive. There will always be a stronger enemy and you can always get stronger. Game is in Early/Pre Alpha development. Find us on Steam Greenlight!

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Giant List of Features

News

Finally getting down to list every feature (that I can think of in one sitting) planned for Patient Zero. Brace yourself.

Key: n = yet to be defined value, [category] = anything in the category, {something} = specific thing used as an example, using base one instead of zero for simplicity, and any mention of animals also includes humans and human-animal hybrids.

Survival Elements

  • Wound cavities (bullet holes, cuts, abrasions, and bruises)
    • has hitbox = n x damage when hit again
    • hitbox is selective collision on surface of actor's mesh (i.e. hitting both at surface)
  • Damage types (concussive (blunt), piercing (sharp), sensory overload, exhaustion, extreme weather, DNA damage)
    • these will always have ways to compensate for them, through armor, genes, or personal strategy
  • Dangerous creatures and humans get more diverse as the player explores further from the epicenter
    • there will always be a stronger enemy
    • there will always be stronger and rarer weapons
  • Crafting can be done at workbenches
    • need minimum resources
    • lower skill in [resource]working = more material wasted 100%+
    • higher skill = closer to 100% volume of resource used
    • using, breaking, and crafting contributes to the [resource]working skill
    • rarity of the resource and item affect the skill points earned
    • anything is a useable weapon, and anything in the game can be crafted (except static or living things)
    • once you've discovered an item you can craft it using a range of materials
    • skill determines damage multiplier; volume, sharpness, and resource determine base stats
  • Energy system depends on energy rich foods or sleep to refill, lasts whole day
    • stamina draws from this to refill once you catch a breath
    • energy level allows for quick getaways when full and sluggishness when low
    • food is automatically eaten when needed (partial ai player, which is an enormous part of story and eliminates tedious constant munching)

Items

  • Everything in the game that's not bolted down you can pick up, if you're strong enough.
  • Everything you can pick up you can use as a weapon
  • Base damage is roughly = volume x resource density x sharpness x percent volume x (other resources by % vol) x velocity x rarity(clamped to min 1)
  • Little to no dev input on base stats
    • volume is calculated based on the mesh itself
    • resource density is using real world values and approximations
    • sharpness is a combined measurement of resource hardness (Mohs scale currently) and edge grinding, a randomly initialized stat that can be improved in game
    • percent volume is % of total volume that a resource occupies
    • velocity is handled by physics
    • rarity is initialized by weighted random
  • Rare and legendary items are found buried in the ground or laying around, with a miniscule chance to spawn in containers, some are found on legendary enemies (they have certain gene combos)
  • Items are spawned using a tag system, e.g. fridge spawns refrigerated items, kitchens spawn kitchen and edible items, etc.
    • no limit to number of tags
    • random system uses individual weights
      • 90% chance = soda, 20% = milk, 130% = energy bar
      • 90+20+130 = 240
      • assembled into a single range: 1-90(soda), 91-110(milk),111-240(energy bar)
      • random in range (1,240) falls on 184
      • returns energy bar
      • Also has a low chance of deviating and providing a related but rare item

Genetics

  • Viral clouds appear when blood is drawn
    • no actual senses besides a direction vector to the freshest/closest blood
    • was designed to move throughout the bloodstream at a rapid pace, now that it's airborne it is much slower and can be pushed by wind
    • may already have some genes collected
    • either of 2 (3) states: drifting or hunting (3rd being injecting/extracting)
    • will extract genes from anything it comes in contact with, bleeding or not
    • injects into first being it touches, that wasn't a donor, when it senses blood - regardless if it itself was bleeding
  • Genes are cosmetic, a body part, a sense enhancement/inhibitor, or a stat changer
    • Takes hold instantly
    • dynamically affects every aspect of the game
    • examples
      • strength boost = lift more, carry more, swing harder
      • echolocation = superimposed visual hints
      • near-sighted = blurrier with distance
      • wings = flight
      • gigantic = can't fit through doors
      • tiny = can travel through mouse holes
  • DNA samples can be taken to the lab to isolate genes that remain intact
  • Your body may reject certain genes and take damage upon receiving duplicate genes

RPG Elements

  • Thieves and ransomers will ambush you outside of safe zones
  • People occupy houses in safe zones, will become upset if you waltz in
  • Procedural text based dialogue (planned but not fully proofed)
    • as simple as "I've lost [Item], can you help?"
    • or as complicated as "{Can I have} {All of your} {Gold} {Please}?"
      • "{Give me} {20} {Gold} {Or Else}."
      • meaning is quite similar but offers options and thresholds relating to their opinion of you and the value of their items
      • has a slightly random amount of effect on reputation
    • Town or faction will have a weighted average reputation and everyone in the group may react worse or better for it
  • Followers and tamed animals are the exact same programmatically. To the user though, they ask people to follow them, or to stop (i.e. fanatics w/ high reputation) and simply gain an animal's trust if it has a 'social animal' gene. Humans are naturally social.
  • Animals will not attack unless they are provoked, carnivorous and hungry, predatory, not used to humans, and/or are bigger than you.
  • Speech is real-time and auditory, which alerts any unwary person/animal, even telling a follower to attack. Speech range is n x distance to closest animal
  • Animals can carry items with their mouths, or opposable thumbs, and use them if they have a tool use gene or sentient level intelligence (i.e. human)
  • Shops are realistic, you carry what you want to buy and then pay for it or make a run for it (crime will be negated if returned to the shop and apologized)
  • Shopkeepers and employees can be given low-level intelligence genes (i.e. fruit fly) and you can leave the store with no repercussions and as much loot as you want
  • An outbreak in a safe zone will result in an investigation though, and valuable items are marked as stolen. Outside of your kingdom this will likely lead to arrest - inside will hurt your reputation and everyone in the kingdom will treat you accordingly.

Procedurals

  • Procedural landscape with lakes, rivers, mountains, caves, trees, etc.
  • Houses, towns, and cities are clustered throughout the (enormous) map
  • Each house and building is unique
  • Everything, even though procedural, is the same way for everyone, allowing for real cartography and online guides.
    • Even hand placed assets remain and function seamlessly with generated ones.
  • Dynamic interaction allows for combustibles to catch fire, liquids to freeze, perishables to rot, and more.
  • The borders of your Kingdom stretch to encompass any city you conquer or claim (Kingdom building is a hopeful feature that hasn't been proofed)

I've covered probably 60% of the features, a lot of the rest I'm keeping under wraps for now to leave as surprises later on. Any of this is subject to change as we find better ways to do things, so think of this a guide.

-A

Playing Fetch

Playing Fetch

News

I play fetch with a dog in our game, Patient Zero. find us on Patreon! Patreon.com/vyrulent

Get Early Access for $15 on Itchio!

Get Early Access for $15 on Itchio!

News

Surprise soft launch on itchio, Steam will follow in time.

Accurate wound workflow

Accurate wound workflow

News

A simple solution to an often overlooked and underappreciated feature.

[Tutorial/Updates] Bringing procedurals to UE4! Volumetrics, and more

[Tutorial/Updates] Bringing procedurals to UE4! Volumetrics, and more

News

Overview of what we've been working on, including volumetric clouds, procedural heightmaps and others.

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Patient Zero Sandbox Demo

Patient Zero Sandbox Demo

Demo 1 comment

First Alpha build, aka Sandbox Demo. Demonstrates many core features of Patient Zero

Patient Zero

Patient Zero

Demo

This is our first demo, features only, no game mechanics or real AI. RAR File

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Patient Zero: Genetic Survival
Platforms
Windows
Developer & Publisher
Vyrulent Studios
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Homepage
Vyrulent.com
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Style
Genre
Role Playing
Theme
Survival
Players
Single & Co-op
Project
Indie
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Latest tweets from @vyrulentstudios

Brush editing #gamedev Youtube.com

May 30 2018

#Procedural generation plug-in for ue4 is live & now has brush editing! Runs in real time Unrealengine.comT.co

May 30 2018

ProcGen (Making Craters) UE4 Marketplace: Youtu.be via @YouTube

May 26 2018

ProcGen (Brush Editor) UE4 Marketplace: Youtu.be via @YouTube

May 26 2018

Procedural Terrain Demo UE4 - Brush Editing: Youtu.be via @YouTube

Apr 26 2018

Our #Procedural generation plugin is live on the #ue4 #marketplace Runs in realtime without noticeable hitches… T.co

Apr 26 2018

UE4 Marketplace: Procedural Terrain/World: Youtu.be via @YouTube

Apr 17 2018

We'll be looking for these through early access: voice acting - if it's feasible since we're using dynamic dialogue… T.co

Mar 30 2018

Spacecase will likely be our first release, we've incorporated a lot of techniques from our other projects, like th… T.co

Mar 30 2018

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