How would you make an RTS about a zombie apocalypse good?
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How would you make an RTS about a zombie apocalypse good?
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Cepheus Protocol does some things right but its really bare bones right now,it also kinda looks like an asset flip.
I'm assuming we're talking about a classic RTS, w/ factions & basebuilding as core mechanics
I see two ways: either the zombies are a full playable faction with unique asymmetrical mechanics, or the zombies are part of the common environment on all maps
you already posted it?
Zombies are such boring enemies, specially for a RTS.
What if you can control the zombies. What if you make the zombies more like a sentient undead faction and basically make a Warcraft 4
Make the government corporation evil. Like an umbrella inspired theme. Do sick twisted experiments on civilians and commit war-crimes. The more controversy the better the exposure. There you go game developers.
Also sell your weapons/research for cash. Lobbying, send teams on global missions to investigate the supernatural entities. Sort of like evil genius but evil biolab theme
so evil genius + plague inc?
Yeah it's sounds about what I had in mind. I think it could work
That, but better GUI and performance improvements
You don't, zawmbees belong in comic books.
I love how this game is basically prototype but you play as blackwatch. Shame it looks like an asset flip, is jank as frick and has no content.
Don't.
There's no way it'll have a good e-sports thing, and zombies are boring enemies that can't really challenge a player beyond 'build your walls better, and line up more guns behind them'.
Basically: it won't make a good long term money making machine AND it won't have a soulful singleplayer campaign.
You can usually only have one of the above: why would I want zero of the above?
What about They Are Billions, people like the singleplayer in that and were begging for co-op
Zombies are very unfitting for a strategy game, you could do more with the original niggy concept of the creature by making some sort of voodoo necromancer corpse managment game or south african sorcerer railway sim
>It is also believed in some areas of South Africa that witches can zombify a person by killing and possessing the victim's body in order to force it into slave labor.[34] After rail lines were built to transport migrant workers, stories emerged about "witch trains". These trains appeared ordinary, but were staffed by zombified workers controlled by a witch. The trains would abduct a person boarding at night, and the person would then either be zombified or beaten and thrown from the train a distance away from the original location.[34]
They are billions but with diagonal options and multiplayer
I'd make the zombies an environmental hazard rather than a primary threat - the opponents would be other humans rather than the mindless hordes.
That gives more ability to have interesting features in a campaign or multiplayer, and lets you incorporate options to manipulate the environment towards the benefit of you or your opponent.
I think the idea should be to create cool organic compact scenarios emerging naturally from a bigger picture. Something like the greater original outbreak from Resident Evil, with those cool little lore and game moments playable in a way that makes sense. I think this is actually a pretty big ask which cepheus protocol is *kind of* going for, but I think it's problem will probably be playing too simply. Move your wedge of guys around and kill everything efficiently.
Why I wish RE:Outbreak got more love, surviving the actual outbreak instead of "the entire city is zombies and you find notes saying how it happened" like all the other games in raccoon city
RE: Outbreak is incredible and pretty much exactly what I think a *bigger* zombie game should go for. Pretty much every *big* zombie game just runs on old flash game logic of tower defense type stuff. It doesn't *feel* big. RE Outbreak is tightly focused, but everything that happens feels very big. Big things are happening, just you're looking up close. A zombie RTS should be built around creating things like the RE Outbreak scenarios organically within a bigger structure.
The closest existing thing we have to this I'd say is The X-Com Files, which is excellent at creating intense small scale moments that don't just feel like instanced flash-games. It also has zombies and some of my favourite zombie fights in games.