I Want This Zombie Game - /v/ (#712412754) [Archived: 1175 hours ago]

Anonymous
6/12/2025, 8:24:38 AM No.712412754
city
city
md5: c8cfcd441d5a51c5ccb81365c9d7b45b🔍
You know how in RE:3 Remake, Jill goes to bed in Racoon City then wakes up and it went to shit? I want a game where it slowly goes to shit. No zombie franchise in media has ever pulled off the slowly go to shit thing.

I want a game that's:
>An immersive sim.
>An "open world" maze like city, but in reality there are a ton of knowledge pick ups you need to know how to access certain areas, and some areas are going to take a little work to unlock.
>A hard 10 hour limit. Cannot be turned off. The city is blown up after 10 days, and it's one gameplay hour per day. Limited Majora's Mask style scripted events. Not so many that you have to replay over and over, but enough to exist as milestones for major events.
>Players are expect to do 5 play throughs, 45 hours of play, to be able to beat the game.
>Knowing how to efficiently run the first 1-2 hours, knowing about new areas and how to quickly unlock them and what to do there means that 35/45 hours will be novel, so even repeating the game won't feel repetitive.

1/2
Replies: >>712412757 >>712412867 >>712413745 >>712416061 >>712416326 >>712416386 >>712418132 >>712420190 >>712421995 >>712423003 >>712424146
Anonymous
6/12/2025, 8:24:47 AM No.712412757
>>712412754 (OP)
For the game itself, I want it to feel like a gradual zombie overrun.
>Day 1: No zombies, some rumors and shit, and you're either a criminal or a cop or something and there's some action-y job to do but no zombies other than clues.
>Day 2: First zombies arrive. You're still doing action-y missions, but you may or many not get jumped by a zombie in an alley. You will encounter panic, rumors and murder scenes.
>Day 3: Zombies are announced, there's panic, flight, patrols start hunting them. There's an opportunity to get placed in a hunting squad if you do the right things on Day 2. The citizens are half in non-belief. Curfews and "be careful at night" but still open roads.
>Day 4: The exponential curve is brutal. People are now barricading their buildings and massive barricades are set up. Encountering zombies is normal, and you'll SEE when an apartment building is dealing with its FIRST zombie busting in the lobby and you can help them or not. Some will fight it off, others will fuck it up. Hospitals are war zones.
>Day 5: Totally barricaded city. Everyone is locked down. Most apartments are the living, even with many infected, they haven't busted in every apartment yet. Dumbass looters take advantage. Hospitals give up.
>Day 6: Zombies are so numerous, they're on the hunt. You're not safe with a locked apartment door anymore unless you're in a weird cul-de-sac or good barricade. Police Station is last bastion of government, etc.
>Day 7: Like Day 6 but worse.
>Day 8: Police Station is overrun. Nowhere is safe. Lone survivors now the zombies have picked off most people. Some rooms or halls in the police station are being held off, etc.
>Day 9: Only elite operators survive.
>Day 10: A nuke is called in, super monsters everywhere, the last holdouts are dead.

I want it to have continuous time flow, 30 minutes day, 30 minutes night. The zombies busting down the police barricade should be scripted.
You get the idea.

2/2
Replies: >>712420806 >>712421765
Anonymous
6/12/2025, 8:26:26 AM No.712412867
>>712412754 (OP)
>>>/tv/
Replies: >>712412920
Anonymous
6/12/2025, 8:27:33 AM No.712412920
>>712412867
Nah I got it right *burp* this time.
Anonymous
6/12/2025, 8:28:52 AM No.712413003
Overly complex and difficult to make. Players will bait important NPCs into zombies to kill them off for fun.

Essentially, the game you want is a crappier Pathologic, and Pathologic was ass.
Replies: >>712413101
Anonymous
6/12/2025, 8:30:44 AM No.712413101
>>712413003
No.
Game devs are retards.
Actually smart dudes make graphics engines with optimizations that retard devs are too stupid to think of.
We've never had actual smart people in game design.
It's all about managing perceptions.

You are talking about Day 4-5 where you can and should be able to bait NPCs into zombies. IT won't work Day 1-3 and by Day 6 most NPCs will be dead.
Replies: >>712413583 >>712418272
Anonymous
6/12/2025, 8:34:52 AM No.712413317
>have to wait 9 irl hours to try something different on the last day
cancer
Replies: >>712413796
Anonymous
6/12/2025, 8:37:39 AM No.712413494
So how did you think of handling the level state transitions OP? Just forcing the player to take a nap every 45 minutes?
Replies: >>712413730
Anonymous
6/12/2025, 8:39:11 AM No.712413583
>>712413101
Making the kind of game you're talking about interesting would require a lot of branching. There's a reason nobody does it, because you spend a lot of time making shit that almost nobody is going to see.
Replies: >>712413924
Anonymous
6/12/2025, 8:41:37 AM No.712413730
>>712413494
It's all organic and scripted events coincide with changes. Some enemy spawns are hidden backstage, and can increase over time.
Simple matter of some doors are locked and can't be unlocked. Basic stage management.
Replies: >>712414101
Anonymous
6/12/2025, 8:41:48 AM No.712413745
>>712412754 (OP)
>No zombie franchise in media has ever pulled off the slowly go to shit thing.

Stubbs The Zombie did. Sure it was a comical take on the zombie genre, but it showed the slow collapse of the city you were in pretty well.
Replies: >>712413830 >>712413983
Anonymous
6/12/2025, 8:42:38 AM No.712413796
>>712413317
Most important things happen in the middle.
Anonymous
6/12/2025, 8:43:05 AM No.712413830
>>712413745
The first Prototype game also did a pretty good job of showing New York slowly collapse and succumb to the virus. That wasn't purely zombies, but it was close enough.
Replies: >>712414139
Anonymous
6/12/2025, 8:44:41 AM No.712413924
>>712413583
Not really. It's zone based with scripted events tied to the calendar, and control over gates which is hidden by the occasional door you can open to give you the impression that other doors seem like they might be openable.

System Shock remake is a good example, but add in a GTA city with lots of locked doors that are stage managed.

Nothing is branching, and little depends on player choice in the end.
It's a matter of players learning how to access new areas, then learning what they need to do there and how to use that area efficiently.
It's a speed run concept where your first play through is exploration.
Anonymous
6/12/2025, 8:45:42 AM No.712413983
>>712413745
Alex Seropian is a god, so I'm not surprised. It's just the game wasn't that great.
Anonymous
6/12/2025, 8:47:36 AM No.712414101
close
close
md5: 8c40760ffdcab4d6c5cb2bb764b52d84🔍
>>712413730
>It's all organic and scripted events coincide with changes
Replies: >>712414209
Anonymous
6/12/2025, 8:48:18 AM No.712414139
>>712413830
That game was praised when it came out just for the map, but the second had full DC in it but was forgotten. I often ask "how is this possible" then play a game and its bland, repetitive and gay.

I have to go back and check out Prototype. I think it was on my mind.
I want a RE clone like that. Where the first two days are doing non-zombie tactical missions and day three is that shit is interrupted by other matters.

I want a day where people know about zombies but there's no barricades and it's like "don't go out at night" except after the daytime attacks the next day they're like "Okay, it's a warzone".
Where there's STILL civilian life for 1-2 days but behind barricades and in convoys.
When people give up, shit gets real, and vice versa. Chicken and egg.
Replies: >>712414295 >>712414584
Anonymous
6/12/2025, 8:49:27 AM No.712414209
>>712414101
You've never thought about the immersive sim question and Deus Ex.
It's all about managed stage sequences that are connected to a shallow open world simulation but in a seamless way that minimizes a player's awareness of the boundary.
Anonymous
6/12/2025, 8:51:12 AM No.712414295
>>712414139
Yeah, the gameplay is repetitive, but once the infection starts kicking off, it's fun to just go to a hot zone and watch the chaos unfold in the streets. I would even use the disguise feature to larp as a soldier or cop fighting to contain the infection. Sometimes you have to make your own fun in a game.
Replies: >>712414584
Anonymous
6/12/2025, 8:56:14 AM No.712414584
>>712414139
>>712414295
>I want a day where people know about zombies but there's no barricades and it's like "don't go out at night" except after the daytime attacks the next day they're like "Okay, it's a warzone".
Where there's STILL civilian life for 1-2 days but behind barricades and in convoys.

You do kinda get that in Prototype. Once the infection kicks off, the city starts getting divided into red zones which are completely overrun by infected and blue zones which are secured by the military and life is still relatively normal, just with soldiers a patrolling and checkpoints everywhere. Those zones shift and change as the game progresses and eventually they start overlapping which is when you can start to see the military getting into pitched battles with the infected.
Replies: >>712414671
Anonymous
6/12/2025, 8:58:26 AM No.712414671
>>712414584
Yeah I want that but Raccoon City between RE:1 and RE:3.
But I want it to play like the System Shock Remake where the time it takes you to explore runs out the clock. So you have to replay with clear goals and efficiency to get to new areas. With a dash of Majora's Mask to learn some things to allow you to make new choices next time.
Anonymous
6/12/2025, 9:19:32 AM No.712415869
toky wars dig in
toky wars dig in
md5: ee8a909b5bed4cb7a461f9657f2ace7c🔍
You want to check out Way of the Samurai for the story structure, buy you need to cut down your idea, a 10 hours game like this would require an prohibitively large amount of work, to the point it's damaging to the player experience, limit it to something like 3 hours, even less, per playthrough, but with more variations and freedom.
Replies: >>712415998
Anonymous
6/12/2025, 9:21:47 AM No.712415998
>>712415869
I know it's the Imperial palace but great Japanese unique shapes you'd only know if you've been there.
>radio tower
>Satellite dish tower
>Tree
>lawn trimming
>Budokan
Anonymous
6/12/2025, 9:23:14 AM No.712416061
>>712412754 (OP)
So basically just some job-sim game like voices of the void, only with zombies.
Replies: >>712416314
Anonymous
6/12/2025, 9:27:32 AM No.712416314
>>712416061
Your job is to raid drug warehouses and kill people, with minor investigation pieces until zombies take over and it becomes survival.
Anonymous
6/12/2025, 9:27:42 AM No.712416326
sddefault
sddefault
md5: c7b4c701996fd5cf8637513221921ac2🔍
>>712412754 (OP)
https://youtu.be/sPnD5dKQsec?t=8
Anonymous
6/12/2025, 9:28:29 AM No.712416368
classic armchair dev
>literally just make my game, idk why not everyone is retarded
kek, every time
Replies: >>712416419
Anonymous
6/12/2025, 9:28:44 AM No.712416386
>>712412754 (OP)
we live in a time where you don't need skills to make things. Use ai to help you make your game, faglord.
Anonymous
6/12/2025, 9:29:21 AM No.712416419
>>712416368
So many butthurts devs here.
I was posting about Civ 7 which no one cares about or plays anymore, and in the forums where it's discussed, there was a major sperg out about not blaming the devs.
Lol
Get rekt you guys suck.
Replies: >>712416519
Anonymous
6/12/2025, 9:31:18 AM No.712416519
>>712416419
hey man, quick tip, next time please wait more than a minute before replying so you appear less butthurt
Replies: >>712416643
Anonymous
6/12/2025, 9:33:31 AM No.712416643
>>712416519
lmao 21 is b4 29 geniuous
Anonymous
6/12/2025, 10:00:37 AM No.712418132
>>712412754 (OP)
There's a reason they didn't: you have to create a city with little rubble in it. It's too much work for devs. It would be awesome alright.
Anonymous
6/12/2025, 10:02:55 AM No.712418272
>>712413101
>We've never had actual smart people in game design.
A smol exaggeration, but that's about it.
Anonymous
6/12/2025, 10:36:54 AM No.712420190
>>712412754 (OP)
could be outbreak even tho you re in a bar and shit happens like re3 demake intro but not 5 minutes
Anonymous
6/12/2025, 10:48:21 AM No.712420806
>>712412757
I think the main reason why a lot of developers shy away from this kind of presentation is that it's hard to have a slow burn build up AND some kind of immediate hook to get people interested in the game right away. A lot of people know that roughly 80% of people who start a game don't beat it, but consider that a lot of people will drop a game only an hour or two into it. Even going by your strict time table, a person who buys a game just to blast some zombies is looking at 3 hours before they really get to start going to town. Contrast that with something like Resident Evil, Dead Rising, or Left 4 Dead where the zombies are a threat early and often.

It's been done, games like Gothic or Arx Fatalis take a long time to really get going and when they do get going the payoff is really incredible BECAUSE of all that buildup. But the key difference between Gothic and the game you're describing is that you could easily spend 10 hours just fucking around in the camp, not even really knowing what to do, and the game is designed with that being possible. At the same time, an experienced or returning player will know how to get the adventure going right away. I think in some ways your fixed time limits are the worst of both worlds, they don't allow new or inexperienced players to adequately get their bearings and people replaying the game will just be bored for the first few hours. Fallout 3's intro has this same problem but at least it does a good job of orienting new players at their own pace. Yeah games like Dead Rising had time limits but if you failed in that game you could still fuck around in the mall and gain experience for your next run, so beating the story was basically a barometer for how good you were. Beating the main story early meant you were a good player, but less skilled players could still accumulate PP and win eventually. I think this idea has merit but get rid of the strict time limit. Just make days their own individual levels.
Replies: >>712420948
Anonymous
6/12/2025, 10:51:18 AM No.712420948
>>712420806
Do raiding a drug warehouse mission with a lost comrade and then criminals are replaced with zombies.
Replies: >>712421582
Anonymous
6/12/2025, 11:00:02 AM No.712421370
>I want it to feel like a gradual zombie overrun

There is literally a Project Zomboid mod about that, also Rogue Survivor had a similiar system where the city you are in gets progressively harder to survive in since the number of survivors gets smaller and smaller ahd the monsters more numerous and stronger
Anonymous
6/12/2025, 11:03:51 AM No.712421582
>>712420948
It's a fine elevator pitch for a scenario but really knuckle down and think through these mechanics and you realize how many problems start showing up. Being generous, let's say everything works and there's a "Stealthy" and a "Shooty" option because most RPGs like Deus Ex/System Shock have roughly those two playstyles. Assuming both are equally viable, why would you ever use a stealth approach? Stealth takes time, which is limited, and you might fuck up and have to switch to a shooty approach anyway. Avoiding zombies in TLOU works because you can play very patiently, there's no time limit. Put a time limit and suddenly a stealthy, resource conservation focused approach means you just end up missing out. The most basic aspects of the design are at odds with itself.
Replies: >>712422213
Anonymous
6/12/2025, 11:07:07 AM No.712421765
>>712412757
>The exponential curve is brutal.
Um, ackchually, it's a logistic curve (starts exponential but then flattens out as it approaches 100%).
Anonymous
6/12/2025, 11:11:41 AM No.712421995
>>712412754 (OP)
I think the reason they skip over the "slowly going to shit" part is because they'd have to show how slow moving zombies somehow defeated military - or even armed civilians.
Replies: >>712422065 >>712422256
Anonymous
6/12/2025, 11:13:07 AM No.712422065
>>712421995
most of the civilian dead by zombies shown are unarmed
Replies: >>712422102
Anonymous
6/12/2025, 11:13:48 AM No.712422102
>>712422065
do they have legs?
Anonymous
6/12/2025, 11:15:54 AM No.712422213
>>712421582
The thing is, YOU'RE overthinking it. It all becomes a survival horror fest. Stealth is a gimmick and false promise, which might lead to efficient benefits day 1-2
Replies: >>712422674
Anonymous
6/12/2025, 11:16:54 AM No.712422256
>>712421995
That's the point. For a couple of day no one does anything other that curfews and active cops. For a couple of days there's safe zones and barricades, then it all goes to shit.
Anonymous
6/12/2025, 11:24:52 AM No.712422674
>>712422213
Well then you can't really call this an immersive sim can you? The genre is defined by varied and reasonable approaches to a set of problems. Again, in Deus Ex you can just shoot the terrorists on Liberty Island, but you can also sneak around them, or explore and find an informant who knows a back entrance, or hack into security cams to scout ahead, or pick locks to find extra resources. If you only have one real play style it's not a simulation, it's just a regular game. And even if it's just a regular game, the time limit has a whole host of other issues at it's core. Pacing something that tightly is more suited towards mediums like film or TV where you have complete control over the experience. Players are too unpredictable. Valve talked about making HL2 cinematic moments with the idea that their ultimate director (The player's first person camera) was a histrionic retarded man. In aggregate, that's what the average player is.
Replies: >>712423009
Anonymous
6/12/2025, 11:30:39 AM No.712423003
>>712412754 (OP)
Sounds like those regression zombie manga and webtoon lmao
MC going to the past and now can well prepared
Anonymous
6/12/2025, 11:30:47 AM No.712423009
>>712422674
You're an immersive sim retard
Replies: >>712423519
Anonymous
6/12/2025, 11:40:07 AM No.712423519
>>712423009
Okay I've taken the time to read some of your other responses and I've come to the conclusion that your mother dropped you on your head a lot as a kid, likely because she had a drinking problem. Armchair game design can be fun as long as everyone is willing to talk through potential issues/caveats intelligently but I think that's too much for your Thalidomide-addled brain to handle. Either way, I encourage you to take up a career in game design, it's been a while since we've had a Yandere Sim/Code Hatch level retard out and proud on the scene and I could use the entertainment. But I imagine actually sitting down and working with an IDE would cause smoke to start coming out of your ears.
Replies: >>712423682
Anonymous
6/12/2025, 11:42:48 AM No.712423682
>>712423519
So many pathetic butthurt devs on this site.
Anonymous
6/12/2025, 11:50:54 AM No.712424146
>>712412754 (OP)
I just want zombie games that play to their strengths as monsters. They shouldn't be that dangerous alone but the danger should increase exponentially in groups because one bite or even a scratch will be the end for you. They should be relentless, if you went through a door and closed it behind you they should be banging on that door till it bursts open or another survivor comes by and draws their attention. They should draw more of their kind to you with their moans when they see you, slowly pulling every zombie in the area to you if you're holed up someplace you were seen entering or actively fighting.
Anonymous
6/12/2025, 12:10:39 PM No.712425225
>more resident evil
>immersive crafting survival roguelike
>everything happens in real time hours
mmmmnyo