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Messages - Ogianres

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PC Games / Re: Your Ideal Game
« on: January 27, 2007, 12:06:15 pm »
Thats a good idea. But I have a question. What happens if you (the original Zombie) die? Will Alpha status pass on to another Zombie in the horde, or are you essentially indestructable?

Maybe save points? I don't know, just passing alpha status from one zombie to the next seems to make you a bit, well, unstoppable. Not something I really put thought into.

PC Games / Re: Your Ideal Game
« on: January 27, 2007, 10:51:51 am »
I would want a, wait for it, zombie-apocalypse-styled video game. Yeah, real original, but hear me out.

However, instead of being a single or group of ragtag survivors holding off the undead hordes with a large cache of guns and an inexplicable knowledge of agricultural sciences, I want to be a single or horde of zombies that's trying to kill any survivors.

You start the game with an interface that looks roughly like the map of the US or North America. On this map is a set of different icons spaced across the country/continent that represents cities. You can choose which city you start out in, which affects both the starting difficulty and the future difficulty of conquering other cities. There might be a little subrural town in California that features lots of happy, weak, and, since you're just starting, oblivious people. Or you could start in a NYC-esque city where 7 out of 10 people own a gun and the cops are all experienced and street-smart. Maybe you can start out in a fort in Washington, where (obviously) you will face a large amounts of armed soldiers, but taking down the fort now will lower the chances and amounts of reinforcements sent to other cities.

Regardless of which city you choose, one of its inhabitants (which are all generated and being processed to some degree) randomly falls ill with a strange disease. This person will die, and later rise from the dead as a zombie, which you will control. Every human in the game has a set of more-or-less basic stats, including strength, speed, health, endurance etc. and the stats of the original human will determine your own stats. There are even "special" humans that radically alter your stats. An obese human would decimate your moving speed, but would give you a massive health boost, or maybe a bodybuilder that increases your attack, or some sort of super-genius that lets you open doors and climb ladders etc.

You will have an in-game radar of sorts that gives you basic information in a small area. Blue dots represent uninfected, non-hostile, oblivious humans. As they take damage, their dot starts to turn black, starting at the circumference. As they become more infected with the zombie virus, their dot starts to turn green, starting at the center. A person's health at the time he is fully infected determines the percentage of health the zombie will have. Green dots represent zombies, with their damage being represented the same way as humans. Yellow dots represent panicking or cautious humans; they are aware of the existance of zombies but are not hostile yet. Red dots represent hostile humans; they will attack you or other zombies and have an awareness equivalent to yellow humans. The radar also contains lines to represent walls.
Oblivious humans are unable to identify zombies from any significant distance or in moderate dark. They might look like drunkards or sick people until they are close in clear light. Panicking/cautious humans can identify zombies from a distance in light and close zombies in light darkness.

When you start, all humans are automatically oblivious and will be blue on your radar. Humans go about their regular schedule in the city when you haven't caused any sort of panic. If you don't attack anyone, people will go to their jobs, go shopping for food, commute to various locations around the area etc. You can attack or infect a person without witnesses and let them go on about their normal daily routine while slowly becoming more infected. Each city is divided into sections in a grid-like formation, and all humans and zombies are in a low-information state until you reach their area, so that the game would have more reasonable sys-reqs. Zombies and humans will move throughout different sections on their own. Zombies may go across town and start infecting people while you're still clearing out an apartment. As the zombie:human ratio grows in a certain section, noticeable changes start taking place, some of which won't take place until you leave and re-enter. The sky might be obscured by a green fog, fires start, rooms start collapsing, cars are crashed into buildings and trees, lights go off as the power lines go down etc. If a building is filled with zombies and you back up some survivors up against said building's entrances, zombies just might burst out and grab the humans by suprise. Or if you lead some zombies to a barricaded building, they'll start smashing themselves against the windows and doors in the hopes of getting a good meal inside.

When a city is more-or-less infected, you may leave and go to anotherr city. There are differences between your first city and ones you travel to. Most likely, news of your attack will have spread, and most, if not all, people will be yellow or red on your radar. Soldiers from nearby forts have been sent to various cities in order to help defend them from any zombies that would come visiting. Instead of starting in a random spot inside of the city, you start outside of it near a way that leads into it. More regular civilians (not cops, soldiers, or criminals of various kinds) will have armed themselves in some way, and taking this city will be (quite deliberately) more difficult. However, you may take a small amount of zombies from the previous city with you, so you have some back-up going in. The last city that you would conquer becomes the sort of "boss fight". All remaining soldiers in the game have gone to help defend the city, people have actually been receiving basic firearms training, all roads into the city have either been destroyed or blocked by make-shift walls and gates. When you get to the city, you will notice that zombies are shambling towards the city in every direction out of the horizon, and a true siege starts taking place.

Your zombie is different from the rest of the horde in that you contained the original virus. The others are infected with a mutated version and are weaker, slower, and dumber than you are. You can also command some zombies with basic commands, such as Go There, Follow, Stay, and Attack, thus allowing for some organization. You have a fast and weak claw attack, a slow and strong bite attack, and possibly some other powerful abilities.

In essence, this game takes the "play-as-a-zombie" idea from Stubbs, adds in some etxremely basic squad-like tactics, and has zone-control like Dynasty Warriors Empires.

PC Games / Re: HL2 Modders, unite
« on: December 28, 2006, 02:41:20 pm »
I think it looks pretty cool. Unfortunately I'm no modder and the only support I can offer is moral support. So, uh, "go Sky Pirates!" Now where do I sign up to get my name in the credits?

TV / Re: Heroes on NBC --- Warning: Spoilers Abound!
« on: December 01, 2006, 09:25:11 pm »
The only question that really wasn't answered for me was "How did they get their powers?" Genetics just seems the easy way out for the writers of the show.
I believe that was Marvel's idea behind X-men i.e. they could create any number of superheroes they wanted without having to give detailed background information on how they got them in the first place for each character.

Everything Else / Re: Truthiness: Merriam-Webster's Word of the Year?
« on: December 01, 2006, 02:34:39 pm »
what does wikiality mean?
It has to do with truth being a form of consensual agreement rather than of evidence and logic. A joke on how Wikipedia maintains, receives, and rates its information.

Console Games / Re: Games you go back to.
« on: September 17, 2006, 10:44:35 am »
If I could find my not-burned copy of Might and Magic VII, I'd be playing that right now. Oddworld: Abe's Odyssey is always fun to go back to. As it is I don't play most of my old games because my brother got most of the good ones when he moved out and I lost most of the rest of them.

If you're going to try and pitch an idea for their game you should try and do it through a Maxis representative or dev, not directly to EA. First off, Maxis is the one in charge of the programming and it's ultimately up to them what can and can not be coded into the game. Secondly, I think a Maxis dev would be more open to ideas and will more likely read your email. Thirdly, if they do like the idea enough to put it into the game, having a Maxis dev behind you will make the chance of success much much higher. If all else fails, put up a request for a mod in a popular Sims modding community site like or something.

EDIT: And I could never get past gen 3 without deleting the family or ignoring it or starting over.

Spore: General / Re: New- Old Screenshots
« on: September 05, 2006, 09:11:07 am »
Looking at them right now. That system requirements screenshot is pretty funny.

Spore: General / Re: Is this correct?
« on: September 01, 2006, 02:53:06 pm »
Release dates get thrown around as if they were as scarce as air. I wouldn't trust any of them until WW's team or EA can confirm one.

Spore: General / Re: 3 New Creature Editor videos
« on: September 01, 2006, 10:41:09 am »
The second one would have been pretty good if it had more legs or a much larger tail so it didn't look like it was about to just fall forward on its face. Since that is not the case, these three people need to stop wasting everybody else's time. If I were standing in line waiting for my 10 min. while watching these idiots make their crappy-looking creatures I'm sure I would have a strong impulse to hit them in the throat. Of course, somebody had to make a creature even worse looking than either number one or number three, in which case I would probably have an aneurysm.

I don't want a CCG. I only play Magic with my brother or his friends' decks. Cards are generally a waste of money. I have nothing else to say on this subject.


Spore: General / Re: SPORE's Pollinated Content questions
« on: August 31, 2006, 08:39:32 pm »
EDIT: Doesnt it seem like the best time for retrieving new content would be while the user was not playing? So you could alter anything the player hasnt yet visited with the best new stuff?
No thanks. When I'm not playing a game, I like all my bandwidth to be available. Imagine the lag if you stop playing Spore and load up Battlefield 2 under those conditions :-\

Edit: Did I understand that right :-\ :-\

Well, we know that the data representing the creature can be compressed to a few kb DNA information. If it is pollinating while you aren't playing Spore it would most likely result in maybe a 10 kb drop in connection speed for about 1-2 minutes. Wouldn't affect your normal internet use by much at all, or at least I don't think so.

Spore: General / Re: 33 Minute Leipzig SPORE Video
« on: August 30, 2006, 10:42:32 am »
Watching it now, and I can't help but notice some of the things are a little different. When he attacks those little pack guys near the start he almost kills one of them, down to the point where their life bar is all red. Also, when he runs from them and the pig-things to go to the zebras' egg, the zebra gets right up to him when he manages to eat the egg. Kind of reveals the fact that the whole thing is scripted (revealing to the people who didn't already know that anyways). And one of the siblings died, when WW usually manages to switch to tribe earlier.

Spore: Roleplaying and Story Games / Re: My Spore Game
« on: August 20, 2006, 06:55:02 pm »
D, C.

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