Concept: A first-person sandbox game, focusing on modding and community engagement, that keeps a core theme of "wave-based" gameplay... specifically zombies. I want to create a very basic intro map/tech demo, and then leave the appropriate tools for modders to do what they do best. A big point of focus is making it flatscreen, but including an option from the main menu to play it in VR as well.
Main goals:
- Wave-Based survival, and optional "book driven" storytelling for modders.
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I want the core gameplay to revolve around wave-based survival(take a drink everytime I repeat myself, you won't last a paragraph). In the core map, I want to primarily give the player a taste of what the game will focus on. Giving them a basic menu in the spawn area(likely a low-poly city street), with a few options to choose from regarding waves; i.e., "walkers", "sprinters", "mixed", and the type of waves they can face. Such as "Exponential", where each wave has a finite amount of zombies that increases with each round(like old school CODZ), or "timed", where the spawning is continuous, but the waves are determined by a timer.
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For modders, I want to leave a framework to let them tell a story in their levels, likely through the implementation of a "notepad", in a similar vain to Boneworks/Bonelab.
- Enemy Types and Animations.
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As mentioned, I want to keep the base game to zombies, but would like to keep the modding window open for other enemies, such as those who would like to import something like Xenomorphs, Flying Enemies, etc.
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While I love physics based combat in games like Boneworks, Sport Mode, and the like, they use next to no real "animation", so I want the modders to be able to use proper animations for their creatures, without the wierd movements of physics-based games.
- I do not want to charge the players a single cent for this game, or at most keep it a minimal cost. If this means no multiplayer, then I know smart modders can make their own.