This project is a single-player zombie FPS/stealth project in heavy development. The name is a placeholder. Stealth and melee are important, but the game is pretty much open-ended as far as combat style goes. I intend to create at least twelve major scenarios in which each playable character makes a choice, either large or small, affects the outcome of the whole game. In the main game, story mode, you play the stories of three different survivors, three ordinary humans, with no survival experience, no special training, and only human instinct between them and the undead. We aim for maximum realism, so one stray bullet in a firefight or a lucky bite from an undead will be an unfortunate end to a bad day. Our number-one priority is to have engaging storyline and gameplay, so graphics are not the first priority, but they will improve as development is finished.
Imagine a game that balanced the adventure and character development of the Walking Dead, with the thrilling action of Uncharted. We aim to create a hybrid balance between the two, while throwing in a MINOR crafting element. I only say crafting for the lack of a better word. The crafting will consist of combining weapons and/or materials together to make a new improvised ones. For example, dragging a rag over a bottle of drinking alcohol will produce a molotov cocktail. This is not to hop on the Minecraft copycat bandwagon, but to allow the player to experiment in combining materials together to make interesting creations.
The weapons will affect enemies accurately. If you get the crowbar head stuck in a zombie's jaw, you can pull it out, and his jaw may come off as well. With certain heavy bladed weapons, you can deprive enemies of their limbs. This is not to push gory violence on you, but rather to add another layer of realism. Naturally, this also makes enemies more deadly, as they can also do the same to you. You can't just take a bullet to the chest and slap a health kit on it; assuming that the shot doesn't kill you, you will definitely feel the effects. If you want a more traditional experience where any hit deals the same amount of damage, it is planned to be toggleable.
A terrorist has set a biologically engineered virus loose in the city. The government responds by putting the city under siege to attempt to control and contain the spread. Anything that escapes the perimeter will be shot without question. Will you attempt escape, or will you stay and wait out the storm in the city?
Game Modes:
Story: Play through the stories of three survivors struggling to survive. Will offer several non-linear choices that will affect the ending, and maybe cause the characters to meet each other. Allows you to re-spawn at an undetermined point(s).
Ultimate Survivor: Follows the same story as the above, only you can not re-spawn, death is permanent.
Horde: Scavenge weapons and supplies in a mission based mode.
Open-World: Fight through a fully explorable, zombie-infested city. You are the lone survivor in this mode. There are no restrictions, aside from debris, the perimeter set up by the military, and, of course, how many of the undead you can mow down. You follow your own gut instead of a story line. You will have to deal with starvation and dehydration alongside the threat of the disease. In short, it's a sandbox mode. Unlike most open-world games in cities, the majority of the buildings will have some form or you to enter and explore.
Our Kickstarter edges closer to being launched! Stay posted to follow the launch.
OK, so as you have probably noticed, there hasn't been any new content for a couple of months, and I have a variety of reasons for that/excuses, but none of them are really valid.
I want to say that this game is not dead. Unfortunately, in my experience, that is what most devs say before their game dies. I will do everything that I can to make sure that this game does not completely die, even if that means turning the game in a direction a little different from what I was planning.
The future is uncertain at this time. My personal life is intruding on my work, and there are times when I just feel like stopping this, as it isn't going anywhere fast. However, I assure you that I'm not giving up just yet.
These last few months have proved very productive, and we are one step closer to a playable demo.
We have made no progress! Feel free to congratulate my epic failure,and celebrate with a thorough facepalm.
It may still be a zombie game, but guys, please give this guy a chance, I really want to see this go well, and if you don't want this guy to be succesful, then why did you come here? Tracking! :D
They are saying that your models are ugly. But...man, I really like them. Maybe its not the way you want to make this game like, but this models looks for me very...hmm...comic? I really like them, I want to see what you'll do with this.
Private Message me if you (developer) want me to make a video of your game, so people can help you with fundraising of the game etc. ^_^
When will be able to see some screenshots of gameplay? At least give us a glimpse :)
Soon, I hope. I just want to make sure that they are the best I can do before I upload them.
WOW A ZOMBIE GAME!
You're spam is not appreciated. I understand that it sounds like a generic zombie game, and such criticism, constructive or otherwise, is acceptable. This, however, isn't criticism. Please reserve this section for actual comments, not trolling.
Alright, since you're very young, I'll go easy on you. I realize that developing a game by oneself; though no excuse, is a monumental undertaking. I believe I owe it to you to be honest - that's how good games are created. The story is more than a bit stale for the year 2014 and the modelling is god-awful - I cannot attest to your skills as a programmer, however. I apologize for this, but if you hope to reach AAA level, you've got a long way to go. Keep at it, though and don't lose your ambition.
An awful lot of these models jest rough outlines of what I want it to eventually reach. This project hasn't even gotten to an Alpha stage yet. I've only been making the models for a year now, and trust me, they have improved. As for the story, I haven't posted anything but a brief and very rough outline of it. I plan on continuing the project, and , as I said, improving it with time.
I'll have to agree with that, but hey - it ain't that easy to model stuff. After all, his pistol looks a lot better than the one I made (don't ask).
The project needs more help and support. It needs more people supporting it's development. This project has potential, and I want it to be a good game.
The best thing to do...only display WIPs to your co-workers - doing so to the public is a BAD idea. I don't doubt the fact that developing a game is tough, let me tell you - I'd be the last person to call it an easy venture, but folks don't want to watch someone struggle, they want to see high quality, finished work - even if its just bits and pieces of the big picture. Then you shall receive support. They call me Prophet, remember that.