I have an idea for a survival zombie game that I’ve been tinkering with for almost a year now, but never got around to actually doing anything with it, since it didn’t really feel like a solid idea.
The idea is that the game is a zombie survival (endless until everyone goes down, and I’ll explain what down means later). You are stuck in a pizza shop and zombies are trying to break to eat you. There are several windows and doors that the zombies try to break in through that you must defend.
There would be barricades that you can repair. There would also be classes that you can pick when you spawn:
Medic - Throw healing kit on the ground and everyone can use to heal themselves
Assassin - Goes “invisible” to zombies when using melee
Engineer - Does heavy damage to zombies with a delay
The game is set in a pizza shop because you kill the zombies by throwing pizzas at them. There would also be a crafting bench and you need blueprints and money to craft different weapons like torch, pistol, baseball bat, etc.
Another feature that I was thinking of that when a player dies, they don’t die immediately. Another player can revive them.
I know some people might think that a zombie game should have guns in it and just upgrade those, but I thought it’d be different and the fact that you craft weapons by earning them instead of just opening a shop and clicking “buy” a million times.
Here’s a screenshot of what I built a few months back, keep in mind it’s just a concept and obviously needs more work and finishing:
I have to ask: what is the tangible difference between buying and crafting for this game? What separates “earn money → buy gun” from “earn materials → craft gun”
basically what I’m suggesting is that you go up to the crafting machine and you’d need to have some money and a blueprint in your inventory to craft an item. Different number of blueprints would be required for different weapons and weapons are not saved to player’s data.
This way it’s not like you can just go into the game everytime with an OP weapon and wreck everything.
And where would you get the blueprints from? Right now it still kinda sounds like a purchasing system, just with an extra premium currency added in the form of blueprints.
The overall point being - are the blueprints particularly necessary to achieve the distinction you’re looking for or can a purchase system be manipulated to achieve the desired effect without adding extra complexity?
I guess you’re right, it is adding extra complexity to it. I think I’ll just stick with buying using money. I’m not sure what else could be done for the purchase system though
There’s tons you can do. You can alter the conditions for buying weapons, like how Call of Duty’s zombies mode places them in different areas of the map so they aren’t all in one place, or change the conditions of gaining money to something beyond “kill = $”
Being a fan of these type of games, personally I always enjoyed the vast amount of maps, and similar to COD zombies, you could buy a door or gate something that would expand the current map. I love the idea with classes, maybe make a skill tree for each class? You should definitely develop this!
Really neat idea! A couple things to consider that I noticed:
The first big thing I noticed was a lack of a monetiation strategy. You need to make sure that you have a solid basis in your game for making ROBUX, assuming this isn’t just a passion project. The reason that many generic zombie games have weapons is because it is a good way to generate ROBUX. In a game like this, a good monetiation option would be to have skills or a skill tree of some sort, which players can unlock or unlock early with coins or ROBUX or whatever you want.
I also noticed that you don’t really have the idea all thought out, and other people in the comments are pushing you to start developing. It is vital, especially if you have someone else scripting or building this with you, that you have a more fully fleshed out game idea than just a premise. This will ensure that the end product will be what you wanted and anticipated. I suggest making a game document or Trello so that you can document every single feature in your game, and have a to do list ready whenever you run out of stuff to do.
You have a really solid and creative game idea that, if executed correctly, could do really well! Good luck, and if this helped you please mark it with solution.