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Zombie RPG (working title)


The NZA

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says GAF:

 

Quick background. Brian Mitsoda was (one of?) the lead writer(s) in VTM: Bloodlines. He then went on to work at Obsidian, where he helped create the Dialogue Stance System for the upcoming ALPHA PROTOCOL - MODERN SPY ACTION-RPG PC/PS3/360: OCTOBER 2009.

 

So where is he now? Looks like he's founded a new independant game company, DoubleBear http://www.doublebearproductions.com/

 

And it also looks like their first project will be a zombie RPG.

http://www.irontowerstudio.com/forum...926&board=11.0

 

What is confirmed so far:

-Set during the breakdown of society as emergence of zombies causes widespread panic and disorder.

 

-Slow, shambling zombies. Spreads like a virus/bite transmission. No, you are not a zombie, that would be stupid.

 

-Serious examination of a national crisis or natural disaster. Humans and a lack of order are a bigger threat than the undead. Think Hurricane Katrina, Children of Men, Dawn of the Dead NOT Resident Evil, Return of the Living Dead, zombie shooter-type games.

 

-Game is about survival. Scavenging resources, exploring the area, dealing with other survivors, and managing a “shelter” of sorts are the main focus of the game. More on this later.

 

-Game is open-ended. There are characters and events that could happen, but the story depends on where you go, what you do, and who you meet. Of course, there’s a lot more to this and we'll go into more details as time goes on.

It also looks like it'll be using indie RPG Age of Decadence's tech.

 

More info:

 

The scope is moderate. Naturally, if gas stations were closed, roads were clogged with cars, and people/zombies are a constant threat, you wouldn't be able to travel too far. More on the map and location later.

 

Skill-based, with some very basic stats. Skills generally make two or more common types of actions easier in the game. For example, if you were to increase the Leadership skill, you'd open up more Leadership-based dialogue options and increase the effectiveness of your allies.

 

Only shambling zombies - no runners, no spitters, just classic Romero/Shaun of the Dead/Zombie Survival Guide shamblers. But... Romero showed us that PEOPLE are the real danger more than any brainless zombie...

 

As a matter of fact, food is important. It's somewhat like a form of currency. It's one of several important resources in our game. The player will never have to worry about feeding themselves in the normal mode of the game, though it will be a factor in the survivor mode (the hardcore/iron man mode). If the player has allies, they will need to eat [each other] or conflicts may arise.

 

Our zombies aren't that bright, nor are they that that much of a threat when they're alone. But they are persistent. Attract the attention of too many and things get nasty very quickly. And yes, they can lunge and they can grapple if they get close enough.

 

Dealing with allies and their personality quirks is definitely a big part of managing them. They have a wide range of behaviors. Depending on how your character manages them, you can change their default behavior and curb some of their less desirable traits - or encourage them, if you find that more helpful.

 

No karma meters here. I'm not a fan. However, depending on your actions, certain NPCs are going to approve/disapprove of your management. Over time, there are consequences and rewards. I'm going to go into detail about this system at another time, but essentially as a leader, you have to make decisions that keep your group functioning as a whole. Lose support and people start losing faith in your ability or the group's ability to survive. There's bit of a political aspect to it.

 

been meaning to make an Alpha Protocol thread as well. anyway, its early so that's all ive seen so far, but it sounds cool. also, wiki says its looking to be a turn-based PC RPG, we'll see if it comes to other platforms.

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