So I was thinking to myself yesterday "Maybe if I can find an idea that seems simple enough, I can make a nice starter game to learn the ropes of game development." Then, I had a nice idea based off of games such as Rust and The Forest (for crafting engine), Rebuild (City Development/Zombie/Random Event and multiple endings), and a little flare that I hope is of my own design.
[collapse=Plot So Far]
You are a lone survivor (A small group if multiplayer is implemented) who has been wandering around for some time in this infected wasteland. In your travels, you have learned a thing or two about survival. Two weeks ago, you have discovered a small town in the middle of an otherwise deserted plain. You go in, hoping for trade. After walking in, you discover that the city is in shambles; their leader died while scavenging for supplies, and their walls are in extremely poor condition, allowing breaches to happen and to allow the infected to kill of their doctor. If that wasn't enough, local thugs who live somewhere outside the walls continue to tax and/or pillage the town, depending on their mood. This tends to keep merchants away from the town, crippling their food supplies. You decide to stay and help them as long as they feed you and keep you safe.
Today, you had just finished helping them establish order, fortifying their walls and helping them with their wounded. The people have seen you as a savior, and have decided to make you their leader(s), seeing as without you they will perish anyways. You decided to accept, as you know that you can save the lives of all of these people if you try hard enough. But will you really lead them to becoming a haven, or will power turn you into a tyrant? [/collapse]
[collapse=Gameplay]
You start off with either a 100 x 100, 200 x 200, or 300 x 300 square foot plot of land that is fortified. Within this, you have 2 20 x 20 ft.^ houses that hold 5 people, a storage house that is 20 x 30 ft.^, and a watchtower that is 10 x 10 ft.^. (^=measurements subject to change: may get more buildings if in a larger town) You are in First Person, and can roan within the walls as you wish. You may venture outside of the walls as long as you stay within 25 feet of the wall or 100 feet of the watchtower (can be upgraded). As leader(s), you must make decisions to keep your people alive and help expand the city, such as send scavengers out for food, distribute rations (less rations=unhappy residents=possible riots in larger towns), and help manage building and trap construction. You can plan construction without the materials, but you cannot begin construction without the materials required.
Sometimes, a random event will happen based on the happiness of your people, size of town, number of undead, gang influence, and more. Sometimes it's good, like a trading caravan or lost survivors (who may be infected or gang spies).Other times it's very bad, like a gang attack or murder. As leader(s), you must decide what to do in these situations, with different possible outcomes (in multiplayer, decisions come to a majority rule vote). Your decisions shape the fate of your town.
While outside the walls, you may preform skill tasks for resources, such as kill zombies for their loot or to lower their numbers, chop trees, mine stone, and search abandoned buildings (You may start in a abandoned plain, but you can stretch out to nearby forests and even maybe a town or two).[/collapse]
[collapse=Undead Influence]
The Infected roam outside of the walls. They appear both day and night, but only attack if certain checks come into play. There are four checks that determine whether or not the Infected attack and how many will attack:
1. Light: This is the amount of illumination your town gives off. This increases with every light source your town has (Buildings generate light, and you can make lanterns and lamp posts to help see, but increase your light) The more light you have, the higher your risk of attack and numbers (This only counts towards risk and numbers during the night)
2. Noise: This is how much noise your town has made since the last attack or the noise your town constantly makes. This increases with constant use of guns that aren't silenced, bomb usage, sabotage (Usually in the form of firecrackers), Festivals, and generators. Each gunshot/blast has a chance of attracting undead, and they add to the number of Infected you will face in an attack. Constant Noise is more like light checks, but happen anytime the noise is present, even during the day.
3. Population: Larger populations mean more Infected. This is due to the scent of fresh meat, undead following your scavengers, and the everyday talking that is not accounted for in the Noise section.
4. Turned: This is based on the amount of people, whether they be your people, gang members, or wandering survivors who died outside the walls. If they didn't get a bullet in their head, they have a 50-75% chance to get back up, increasing risk. This can be lowered with research. Also, The more undead means riskier scavenge missions and survivor recruitments.[/collapse]
[collapse=Buildings and Traps]
Buildings must be built over the course of several days, whereas traps only take a few hours at most. Here is a list of Buildings and Traps I have so far:
Buildings
House: Basic Living area, Houses 5 people.
Boarding House: Large temporary home, houses 20 people.
Tavern/Inn: Place for passersby to stay, houses 10 people (travelers may settle if they like the place or give supplies as a token of gratitude, or be spies of gangs or possible infected)
Watchtower: Increases map sight, increases roaming range
Guardtower: Gives less sight than a watchtower, but can protect better in an attack and be set to attack regularly anyways.
Services: Hospitals, Police, Merchants, ect.
Laboratory: Allows research of Infected and buildings/traps.
There will be more and maybe I will post traps here also, but it's long enough as-is.[/collapse]
I have many other ideas, such as upgrading buildings, endings, multiplayer enabling, and more. I would like some input on these ideas. I apologize for it being so long, but I had many ideas. If you like this, feel free to add your own ideas. I don't know if I can, but I thought about making this on the Unreal Engine 4 if I can. If anyone has experience with this that they would be willing to share, I would be very thankful. Also, if I get a start on working on this (which will be in the summer if I do), I will be accepting if anyone wishes to join in and help me.