The Dying Breed

by Mr. RJT
The Dying Breed
Open world multiplayer zombie survival
ID:1886092
 
[This post contains no pictures]

A problem I have frequently noticed in multiplayer zombie survival games is that there are no incentives in working with a stranger. All strangers are seen as dangerous walking bags of loot.

The Dying Breed is beginning to feel more and more "death-matchy." You spawn, attempt to gather loot, take a few in the belly, and respawn. I wanted to make it more "real," so a shot could make you bleed and potentially take you out. Therefore, my idea was that it would deter you from entering combat...NOPE!

I realize that I could never completely control how a game plays, or should play, without stripping out core features. I have been thinking that in order to promote the idea of team work, there could possibly be rounds. Players would select an occupation that would bring a certain level of skill that others cannot.

Therefore, a hunter may not want to slay a cook as they'll want their catch to be cooked properly. And the cook would not want to slay a "Wilderness Survival Expert" as he holds the 'keys' to starting a fire.



Either way, I'll get something release and then go from there.
I think round based gameplay featuring a class system would definitely help promote teamwork.
Yut Put wrote:
if a player plays the game the way it was meant to be played, that's the sign of a good game design

If you happen to have an idea on implementing it better then I'm definitely all ears!

Other than that, I feel that the occupation system would allow the game to be played based upon my designs.
In response to Mickemoose
Mickemoose wrote:
I think round based gameplay featuring a class system would definitely help promote teamwork.

I'm certainly leaning towards it. Thanks!
Yut Put wrote:
if a player plays the game the way it was meant to be played, that's the sign of a good game design

Would be a little better if you provided some proper critique no? It's impossible to make a game that everyone is going to play "the way it was meant to be played" That kind of thinking is a little closed minded in my opinion.

EDIT: I know you of all people should have some helpful tips for game design.
At the risk of tooting my own horn, Feed dumped you in a game with strangers but players would still work together more often than not. Give players a common goal and don't offer any "first come, first serve" rewards.
Kumorii wrote:
At the risk of tooting my own horn, Feed dumped you in a game with strangers but players would still work together more often than not. Give players a common goal and don't offer any "first come, first serve" rewards.

I'll check Feed out. Did it also have PvP?

GreatPirateEra wrote:
No pics? Nope.

If you're truly interested in pictures, you can check out some of my previous posts.
In response to Mr. RJT
It's not really hosted anymore but there's a few videos on YouTube. I've been meaning to fix it up for months.
Survival games convey scarcity and struggle. You should check out Haven & Hearth.

http://www.havenandhearth.com/forum/viewtopic.php?t=3196
In response to GoldenArk
GoldenArk wrote:
Survival games convey scarcity and struggle. You should check out Haven & Hearth.

http://www.havenandhearth.com/forum/viewtopic.php?t=3196

Thank you Ark. I'll have a break tomorrow and will look over this forum.

My original goal was to release the game early and then get feedback. But it appears that I continue to add more and more instead.

Yut Put wrote:
Kumorii wrote:
At the risk of tooting my own horn, Feed dumped you in a game with strangers but players would still work together more often than not. Give players a common goal and don't offer any "first come, first serve" rewards.


my favorite part of feed was blowing up other people with grenades and molotov cocktails

Except grenades couldn't kill other players.