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Thread: Resident Evil game; preview and discussion page.

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    Know the dark side Member Askthepizzaguy's Avatar
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    Default Resident Evil game; preview and discussion page.



    Chapter I- Exodus





    Q: What is it?

    A: Battle Royale-style game with "mafia" elements to it.

    Q: Where will it be hosted?

    The gameroom

    Q: When will it be hosted?


    A: Sign ups are open, game begins after Thanksgiving.


    Q: How many players?

    A: More players are better. I'm looking for 40 minimum, but 60 or so would be all right. As such I'd like to get the word out ahead of time regarding what sort of game this is, to recruit a maximum of interested players.


    Q: Can you give us an overview of the game?

    A: Yes.





    The Overview



    The setting is a town called Dark Falls, a mid-western fictional town in the United States. A terrible accident at a local bio-research facility has resulted in an outbreak of an experimental bio-agent, a new strain of the so-called Omega virus. These events take place years after the original viral outbreak at Raccoon City, and the United States government has moved quickly to quarantine the area. Because there are thousands of lives at stake, and the political fallout from Raccoon City being nuked was rather severe, there is a rescue plan in operation. There will be only a few ways in or out of the quarantine zone, where victims of the outbreak and potential carriers will be placed inside vehicles which will transport people to a sealed underground facility for a thorough screening and observation process. If they exhibit no signs of the virus, or they are able to fight it off, they will be released after an extended stay.

    However, exiting the town will be rather difficult. During the initial rioting, the local government sealed off the routes out of the town, as the federal government had not arrived yet. After the local law enforcement and many officials got infected by the Omega-II strain, steps were taken by these newly insane individuals to make it almost impossible to escape. Bridges were blown up, tunnels collapsed, and security walls, barbed wire, explosives, and infected dogs were deployed around the town, to allow further transformation to take place. But there is still Route 3, the main highway that runs north toward Canada. The United States government has deployed the rescue teams just outside the quarantine zone, on this highway. Leaflets were dropped urging people to exit in small groups and head to the rendezvous point in an orderly fashion. Presently there's no way to safely get to this highway, but it should be possible to break through the barricades and the zombies.

    While some are trying to escape from Dark Falls, there are others interested in getting in. Some for nefarious purposes, some not. And some are trying to actively prevent people from leaving... the battle for the souls trapped inside Dark Falls begins.



    The Factions:



    Townspeople:

    People who begin with basic skills, often starting in small groups. They rely on each other to stay alive. When they die, they turn into zombies, as they have all been exposed to the Omega virus.

    Objective for the townspeople:

    A minimum number of townspeople must escape from Dark Falls alive. The more who manage to do this, the better the town's overall score. In order to escape from Dark Falls, certain obstacles must be overcome, and certain items must be found.




    Mercenaries:

    These are trained, intermediate skilled fighters hired by the Umbrella Corporation, or their rival, Syntech. Some are actually rescue teams... others not so much.

    Objective for the mercenaries:

    Depends on who hired them. Each has an individual goal which may help, harm, or do nothing to the town.




    Zombies:

    These are fallen townies whose only objective is to convert more people into zombies. These are infected by the Omega Virus.

    Objective for the Zombies:

    Eat, eat, eat... kill the townspeople and turn them into the walking dead... spreading the seed of destruction further.



    Plague Demons:

    You don't know much about them.... but you know these are terrifyingly frightening creatures. Don't even begin to think of them as human.

    Objective for the Plague Demons:

    It's a secret...



    Secret Factions:

    You will have to wait and be surprised. Trust me, it's gonna be good.







    Character Sheets:



    Strength: (The sheer amount of physical strength one has; to lift heavy objects, move obstacles, or hold back zombies from behind a barricade. Minimum strength thresholds allow certain actions)

    Speed: (How fast you can move and react. You should be able to outrun enemies with this. If you are faster than the zombies, you could be very good with a firearm, able to do several attacks in a given turn)

    Stealth: (How good you are at avoiding awareness checks from zombies or even other humans. This can help you hide from them. However, some creatures can smell you, or sense your heat source...)

    Awareness: (How good you are at noticing hidden objects, or detecting clues, or sensing other players. High awareness allows you to gain a better sense of your surroundings and notice dangers.)

    Combat: (How good you are at fighting, in terms of training and accuracy and deflecting blows. The better this rating is, the better you will survive assaults by trained forces or zombies. But nothing stops a bullet to your head or an explosive to your gut)

    Luck: (This is your saving throw in case your other skills aren't up to snuff. It can help you avoid bullet fire and also help you "accidentally" make correct decisions, if you decide to flee from danger, your luck might make you flee in the correct direction.

    Vitality: How much damage you can take before dying

    Skill set: If you have special abilities, these go here

    Item box: You can only carry so many items without being encumbered by their weight or bulk. Too many items will slow you down. You will also be restricted from doing certain actions if you're armed to the teeth. Game will be as "realistic" as I can make it.






    Day and Night phases:



    1. The story takes place over several hours, during the night, about a week into the outbreak. Every "phase" will last 15 minutes in game time but 24-48 hours in real time.

    2. There will be no voting whatsoever. This is why it only resembles and borrows elements from mafia games. It is generally speaking not a mafia game, per se.

    3. All actions take place during the "Night" phase of the game, in mafia terms. During the day phase, you can plan and discuss, and I do the process of handing out the results from the previous night phase. There will be a lot of work for the game host, and I won't be able to instantly post the results. Everyone will have night actions to send in, and I'll have to calculate the results and roll the dice and do the private message writeups and the public writeup. This takes time and I'm only human-ish.

    4. As such, the only phase you're really concerned with is "night" phase. You can do nothing if you wish during the "day" phase, which in this game will be called the "writeup phase". Yes, it will have its own phase.




    What you do:


    1. Decide where you want to go on the map. You are aware of your starting location and your immediate surroundings, and you also have a reliable map of Dark Falls, since you live there, you're aware of the general layout. Make sure you don't die there.

    2. You will be allowed to move a certain distance (radius) from your location, based on your speed and how much you're carrying.
    You will know how far on the grid you can move in any given phase. If this changes, I'll tell you.

    3. Decide what actions you wish to take when you get there. You can be purely aggressive, and wipe out anything you see... which can have good or bad consequences. You can be cautious and react depending on the situation, which can have good or bad consequences. You can be diplomatic and try to ally with other townsfolk and try to work together, which leaves you more vulnerable. You can also choose to exhaustively search the area once you get there, which also leaves you vulnerable to surprise attacks. You can also choose to move there slowly, so you arrive after other people might, and try to sneak attack them. If they are prepared, however, they will get the drop on YOU.

    Example list of modes: (still in design phase)


    1. Kill anything you see (automatically gets a first strike against the target, in all cases except mutual "kill anything"

    2. Kill anything that doesn't look human (targets zombies and infected creatures, but doesn't fire first on humans or things that look human)

    3. Cautious (doesn't gain a first strike against zombies, but acts as though you expect to be attacked, adding to your defense)

    4. Seek cooperation (automatically gives first strike to your opponent, who can use this to kill you. However, if the other person seeks cooperation, you will not attack one another, and now you can work together. If they seek to do so...)

    5. Hide (uses your awareness and stealth ratings to seek cover and not be detected. This gives a first strike to any opponent who wins the awareness check against your stealth rating. If they fail the awareness check, they won't be aware of your presence at all, and you have first strike against them)

    6. Search thoroughly (your attention is focused on locating useful items, and you lose first strike against anyone who might wish to attack you. This is mostly how you will find things, so it may be necessary to search.



    Detailed strategies: Reaction Orders


    If you wish to create in-depth contingency plans or wish to dispatch your opponent in style, feel free to give the host a writeup detailing how you'd react, what weapon you use, what moves you make, how much ammunition to use, etc, etc. Otherwise your reaction will be automatic and defensive in nature, and rather boring, to be frank. It is not necessary to make long, detailed writeups, as it will not affect the success of your orders. Just get the point across; if that point is an important strategic idea (such as using a trashcan lid as a shield) then it will affect the outcome. If you fail to plan for a kind of attack by your opponent, you gain no special defense against it. But you also won't be penalized. Contingency plans allow you a chance of defending against something you wouldn't normally survive. However, if you make too many, the effectiveness of each individual plan decreases, because you have too much on your mind and cannot react quickly.

    Game will last until all active players have completed or failed their missions. The town will attempt to escape and they will no longer be an active faction when they all become zombies or escape. The mercenaries lose when they die, and may be considered individual factions in and of themselves. The zombies continue until everyone has been converted into a zombie, or every other faction has completed their final objective.


    ================================


    I'm still in the design phase. Feel free to post a comment or an idea... if you think it's a really good one, private message me so it will be a surprise to the other players. If you want to indicate your interest in the game, please do so.



    Also, I need someone with VERY GOOD MAP-MAKING ABILITIES. Please, please, please help me make a detailed map. I suck at graphic art.
    Last edited by Askthepizzaguy; 11-17-2009 at 06:34.
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    Member Member Tratorix's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Uh, not to rain on your parade, but shouldn't this be in the Gameroom?

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    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    It's not a game, but a discussion about it.

    Also, the frontroom is the off-topic forum, so... I couldn't think of a better place.

    If I put it in the gameroom I think it would make people think I was opening sign ups really early and that's not allowed. I'm wondering if I have enough interest for the game.

    I am hoping to pack in a few more good ideas for the game, and I wanted to give people a chance to offer input on the game they will be playing. Plus I need a map artist. Overall I thought it was off-topic enough to warrant being in the frontroom rather than the gameroom but, if I am in error it can be moved by a moderator to the gameroom.
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    Arena Senior Member Crazed Rabbit's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Hmm, interesting.

    I might be able to make a map. Shoot me a PM with what you want.

    CR
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    Senior Member Senior Member Beefy187's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Post a link in your siggy. There seems to be lot of players who doesn't take a walk out side of gameroom.

    Anyway, I would love to join this.


    Quote Originally Posted by Beskar View Post
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    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Link is posted in my signature line now, thanks for the suggestion.

    Update: I designed a map, rough draft, and handed it to Crazed Rabbit who will use his greater experience and talent in the art department to make my pathetic scratchings into something quite worthy of being looked at. In layman's terms: We have a map in the works, I can't wait to show you the finished product.
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    Host Member Maeda Path Champion, Arkanoid Champion, 3D SuperBall Champion, Simon Champion, Disc Dash Champion, Breakout Champion Zain's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Sir, with 40-60 players your write-ups will take no less than three hours per day, I promise you that. I put pretty good detail in my write-ups and it was taking me 2 hours to do write-ups for 20 players.

    I want to actually play this game, but if you need help with write-ups and I can still play I can do so.

    Also I'm interested in keeping our games exclusive, meaning I won't host any of my games when you are and vice versa. How do you feel about that?

  8. #8
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Quote Originally Posted by Zain View Post
    Sir, with 40-60 players your write-ups will take no less than three hours per day, I promise you that. I put pretty good detail in my write-ups and it was taking me 2 hours to do write-ups for 20 players.
    There will be a lot of dice rolls and other calculations. Most everyone will have a personalized "PM writeup" which details what they saw that night from their unique perspective. Then there will be a public writeup which indicates major events that you all need to be aware of, such as the death of a player, or an explosion that everyone can hear, and things of that nature. I need to keep track of everyone's health, current items they are carrying, and make sure there are enough items and other things remaining on the map for the game to be winnable. I remember the last Resident Evil game I hosted involved a lot less detail and it still took me hours to do my job. Furthermore, I may not be able to do the several hours worth of work immediately after the night phase is complete, so I need up to 12 to 24 hours to get my worthless butt onto the computer. As such, it necessitates it's own phase. However, I may stipulate that as soon as the writeup work is done, the writeup phase will be complete, and you'll be given that extra time added onto the following night phase.

    This game will be more work than Capo III and Resident Evil: Omega combined. However, on the player side of things, there should be a lot of images to see, a map to explore, lots of other players to interact with, background theme music, and personalized write-ups and personal missions and items to manage, for everyone. You shouldn't have too many things to manage, and everything you do manage should be fun and easy to understand.

    I want to actually play this game, but if you need help with write-ups and I can still play I can do so.
    I've got it covered. But thank you!

    Also I'm interested in keeping our games exclusive, meaning I won't host any of my games when you are and vice versa. How do you feel about that?
    I would like to claim as many players as possible, so it would be nice if there weren't a whole lot of competing games going on at the same time (should just be the one other large mafia game, 2 small ones, and any minis, etc) but it isn't my place to tell others not to have fun hosting their own games. I appreciate the offer, thanks.

    One of the things people appreciated about RE: Omega was the fact that everyone could keep playing until the game was over; death was simply another stage of the game. Here, if someone kills you, you can try to get revenge on them and make them join the zombie horde...

    This means that there will be a whole heck of a lot of players in the game all the way up until the end, and no one has to deal with the "day one death blues". There are only a few in the game who don't becomes zombies upon death, and they are pretty strong as it is.


    --------------- PLAYER INPUT ---------------



    I need to make a decision on something. There will be zombies at the start of the game... which means that in order for those starting zombies to be players, they would have to start off dead. Which limits their experience for this game.

    1. Should I take volunteers to be the initial zombies?
    2. Should they be random players?
    3. Should I have a host-controlled (mostly random.org'ed) horde of zombies which moves in a random direction every turn and attacks everything it sees? That would guarantee a minimum amount of strength for the zombies at the start but no one would be forced to be a zombie on turn one.
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    Semi-Corruptible Member White_eyes:D's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Quote Originally Posted by Askthepizzaguy View Post
    This game will be more work than Capo III and Resident Evil: Omega combined.
    That's ambitious...

    I don't know if even you (Wall of text master) can hold that pace

    Option 3# about zombies looks good....maybe an attack at the start, to rattle the survivors would set the mood

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    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Quote Originally Posted by White_eyes:D View Post
    I don't know if even you (Wall of text master) can hold that pace
    Then this will be the game where my back will finally be broken. Don't miss it! I'll have a nervous breakdown!
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    Dejotaros moc Praesutagos Member Cultured Drizzt fan's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    I say either #1, or #3. Probably #3 This looks fun, I can't wait.
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    Host Member Maeda Path Champion, Arkanoid Champion, 3D SuperBall Champion, Simon Champion, Disc Dash Champion, Breakout Champion Zain's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    I agree, option #3 will even the playing field for everyone.

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    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    I may decide to ask for a few volunteers to be zombies, perhaps three, to give the zombies slightly more intelligence than pure randomness can provide, and then have a roaming zombie horde as well, purely for game balance. Otherwise you're looking at close to 50 townies who will quickly acquire weapons and they will have the ability to pretty much defeat anything.

    As soon as the townies and others start to die off, the game becomes more balanced, but I want to avoid a total ownage of the non-town factions right from the start. The strength of the host/random controlled zombie horde will decrease as the dead begin to pile up. At around 10 dead it should no longer be necessary to even have it anymore, and it will discontinue, giving the control of the zombies completely in the hands of the players.

    There are a couple of game-breaking things I wish to avoid, so I will spell them out here.

    It is possible with this many players to sweep the map systematically and work as a collective consciousness, kind of like the Borg from star trek. That's not realistic, even in this fictional universe. You shouldn't be aware of where everyone else is on the map in real time, and you shouldn't be able to "telepathically" coordinate your actions. You're a survivor and all you have are the people in your immediate vicinity. Besides, there is a huge problem with that much information sharing: The anti-town forces among you will know exactly where to find you. It detracts from the atmosphere and roleplaying of the game for the town faction to be in total communication, and it is also undermining to your strategy. It's the worst of both worlds.

    Therefore, unless otherwise specified, you are not allowed to communicate with anyone out-of-thread about the game, except for those you can actually see or remain in contact with (via the use of in-game radio devices which can be found) and you cannot shout out your grid coordinate nor the landmark you are closest to, or things of that nature, in-thread. The trouble is this will be very difficult to enforce, and you'd be on an honors system. Intentionally breaking the rules about this would be lame beyond all lameness, and I cannot over-emphasize that.

    Also, there is an obvious strategy which would also break the game.

    Why not have everyone move to the center of the map? It's the most logical place to congregate. You wouldn't even need to break the rules to come up with that.

    Well here's the deal. If it didn't severely unbalance the game (analogous to using screenshots to prove you're a townie) I would allow the idea of massive groups of townies forming. But it's not going to be that simple.

    There will be a host-controlled giant creature (so foul, so cruel, no man yet has fought with it and lived) which roams the map, heading toward whichever is the largest group of assembled townies and scattering them. it is a slow-moving, powerful creature which shouldn't harm you unless you stay and fight with it, or you're trapped and it gets ya. I will simply aim for whichever group is the largest and chase you down until you get the hint to scatter, then go for the next largest group. I'll crush people who repeatedly do this... the more times you encounter the creature, the higher your chance of being injured or dying outright.

    So if you do this, the creature will come after you. And it doesn't have to be the center of the map either, but if you're making too powerful a group, it's bad for you (due to the zombies pinning you down or the mafia catching wind of who your powerful players are) and bad for the game (it's survival/horror, not warfare... and there needs to be an element of chaos and mystery to the game which gets eliminated by everyone in the game roaming the map together)

    However, there will be items found in the game which allow distant groups to coordinate their actions, like walkie-talkies. So it is possible, over time, to form a pro-town network. It just CANNOT happen from day one.

    Finally, it is possible to kill the host-controlled giant creature, and therefore eventually form a powerful townie cluster. By the time you do this, there will be too few townies left to make this an unbalanced tactic. It may even be your best chance of survival. But good luck destroying that thing.




    Comments on this addendum to the rules? This game is unique in many aspects and since I am still in the process of designing it, I have to prepare for game-breaking ideas or strategies just for fairness purposes. I want to keep the rules and the host's intrusion into the game as limited as possible, so you can enjoy the experience, but I also want to prevent something that goes against the spirit of chaos, survival/horror, and roleplaying.

    It will be possible to overcome the lack of information sharing through the use of found items and working together to some extent. Eventually the hindrance to your communication will be overcome and the game-balancing host-controlled creature which breaks up large groups can be slain, so eventually you can form a powerful pro-town group. The rules and the creature (host) are there to delay that for as long as possible.

    If you hate this idea, please say so. If you like it, it's probably going into the rules anyway so...
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    Epitome of Ephemeral Success Member Death is yonder's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Spoiler Alert, click show to read: 
    There will be a host-controlled giant creature (so foul, so cruel, no man yet has fought with it and lived) which roams the map, heading toward whichever is the largest group of assembled townies and scattering them. it is a slow-moving, powerful creature which shouldn't harm you unless you stay and fight with it, or you're trapped and it gets ya. I will simply aim for whichever group is the largest and chase you down until you get the hint to scatter, then go for the next largest group. I'll crush people who repeatedly do this... the more times you encounter the creature, the higher your chance of being injured or dying outright.

    So if you do this, the creature will come after you. And it doesn't have to be the center of the map either, but if you're making too powerful a group, it's bad for you (due to the zombies pinning you down or the mafia catching wind of who your powerful players are) and bad for the game (it's survival/horror, not warfare... and there needs to be an element of chaos and mystery to the game which gets eliminated by everyone in the game roaming the map together)

    However, there will be items found in the game which allow distant groups to coordinate their actions, like walkie-talkies. So it is possible, over time, to form a pro-town network. It just CANNOT happen from day one.

    Finally, it is possible to kill the host-controlled giant creature, and therefore eventually form a powerful townie cluster. By the time you do this, there will be too few townies left to make this an unbalanced tactic. It may even be your best chance of survival. But good luck destroying that thing.


    While it would probably be annoying, its a great balancing feature and the whole game sounds pretty even on all sides, at least theoretically

    I just hope this game will enter the end game by Late December, I can't in good conscience sign up for a game where I will have to bow out by mid game

    But other than that, the game sounds like a huge amount of work, and I wish you luck in organizing this massive behemoth
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    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    If you sign up and need to drop out, that's perfectly fine. I hope to have some standby players to replace people if necessary.
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    Dejotaros moc Praesutagos Member Cultured Drizzt fan's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    meh, I am ambivalent to the giant group breaking monster. Seems like a decent idea, but I don't know.

    The No PM thing I get, although will position on the map be random? Also, are we going to have randomly generated stats? just wondering.
    Micheal D'Anjou
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    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Quote Originally Posted by Cultured Drizzt fan View Post
    meh, I am ambivalent to the giant group breaking monster. Seems like a decent idea, but I don't know.
    Without such a thing, it's quite possible 30 townies would congregate in the center of the map. It doesn't feel fair to me to allow this to happen without consequences. After all, you are tasty meat to the zombies and they would view such a thing as a smorgasbord.

    There's one thing I might mention... some players may be attempting to kill as many other players as possible. One grenade could end your entire game. Trust me, this monster is doing you a favor.

    The No PM thing I get, although will position on the map be random? Also, are we going to have randomly generated stats? just wondering.
    Your starting position will be basically random. Unless you have a specific mission, in which case you'll likely have to cross the map to get where you're going.

    As for stats, here's how it goes:

    If you are randomly determined to be a townie, you can pick your stats based on a usable points system. Be careful not to make your townie too weak, you need to have a base point of at least 1 in every category to play the game. You might want to specialize, to better work with townie groups, or you might want to keep it balanced, in case you find yourself alone.

    Some players will start off with loaded weapons. Some players will start off with no weapons. Some players will find loaded weapons. Some players will find ammo. It is recommended that every player attempt to find a weapon or at least make a weapon out of things you find.

    If you are randomly determined to be a special townie, you will be granted extra points (not usable or transferrable) in a single category. You may also get bonus skills.

    If you are randomly determined to be a mercenary-level character, you will be granted more stat points than the average townie to spend on your character, to make it more well-rounded, or dangerous in certain areas. You may also get bonus skills.

    If you are randomly determined to be a special, high-level character, your stats will be determined by the game host. These are special roles with specific strengths and weaknesses, as I designed the game to be.
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    Dejotaros moc Praesutagos Member Cultured Drizzt fan's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    cool cant wait.
    Micheal D'Anjou
    Spoiler Alert, click show to read: 
    memory of the short lived king of Babylon Patrokles Adiabenikos

  19. #19
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    As the game is "battle royale" in nature, there's also going to be a "Last Man Standing" award to whichever townie character (or serial killer) is the last one remaining in town.

    The mafia factions don't quite qualify for this award because they win if they win the game, and if they are alive and there's still townies alive then they aren't the last ones standing. However, there are solo characters who have the objective of being the last one standing, and I wanted to reward any townie who is cunning enough to also be the last one standing if it is them.

    Their starting stats (or in the SK's case, lack of teammates) will make it extremely difficult.
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  20. #20
    The Bad Doctor Senior Member Chaotix's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    How big is the zombie horde in comparison to the town?

    Is it theoretically possible for the town to kill off the horde, or will they always keep coming?
    Keep your friends close, and your enemies closer: The Gameroom

  21. #21
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    The size of the zombie horde will be roughly equal to the amount of dead players. Some players don't turn into zombies when they die, but most will. Consider the horde at size 10 from the start due to the "randomly-controlled horde", which will dissipate and be replaced with the dead players, and when there are 10 dead players there will be no more random zombies, only player zombies.

    Is it theoretically possible for the town to kill off the horde, or will they always keep coming?
    You can kill individual zombies or even groups of them, but more will spawn and keep coming. It's impossible to defeat them all. however, killing them causes them to miss a turn, and then spawn elsewhere on the map, giving you a temporary reprieve.
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  22. #22
    Host Member Maeda Path Champion, Arkanoid Champion, 3D SuperBall Champion, Simon Champion, Disc Dash Champion, Breakout Champion Zain's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Sounds like a more complicated game than I have ever thought up...

    Of course I enjoy games that just start out with a scenario and the people react (thus, the Mansion)

    Good luck I really hope to get an important role if/when I get to play.

  23. #23
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Progress Update:

    Overall 75% complete.


    Spoiler Alert, click show to read: 
    Theme Music-
    Found theme music from several Resident Evil games, and others.

    100% complete.

    Character images-
    Found character images from all other Resident evil games.

    100% complete.

    Weapons and ammo-
    All weapon types uploaded. Stats given to the weapons.

    100% complete.

    Character design-
    Backstory, missions, and role PMs for each character, complete.

    100% complete.

    Character randomization-
    Random elements added. All that's left is assigning characters to players which should take 2 seconds.

    100% complete.

    Game images-
    miscellaneous images of locations in town

    100% complete.


    ITEMS, PUZZLES, MECHANICS-
    Items designed, solution to the game designed, game mechanics refined.

    100% complete.

    Map and locations-
    Map designed, given to Esteemed Artiste Crazed Rabbit.

    50% complete.


    Character assignments-
    Not yet, I need players first.

    0% complete.

    Sign-up phase-

    0% complete.

    Sign ups for this game should begin in about a week from now. I have more characters than I anticipated, so I'm aiming even higher... 70+ players.
    Crazed Rabbit is doing the map, so it should be done within a week or two, just in time for the game to start. After that I need to scatter everyone's starting locations, which will take no more than an hour or so.

    I estimate only 2 more sitting's worth of work to go. I only did like 11 so far. The first parts were hard, the rest is a breeze.
    Last edited by Askthepizzaguy; 11-07-2009 at 23:07.
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  24. #24
    Host Member Maeda Path Champion, Arkanoid Champion, 3D SuperBall Champion, Simon Champion, Disc Dash Champion, Breakout Champion Zain's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    70+ players, you should just quit your day job (or school )

    Good luck! Like I've said already, if you need help let me know!

  25. #25
    Member Member Tratorix's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    70+ players?!?!?

    This may be the first game in .org history that actually kills the host.

  26. #26
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    If Seamus can do it then I must'st do it!!!!
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  27. #27
    Epitome of Ephemeral Success Member Death is yonder's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    70+ players.


    All I can say, is good luck

    This game is certainly on my "Highly Anticipated List"
    You cannot add days to life but you can add life to days.

  28. #28
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    Interesting bit of trivia about this game:

    I can start at the beginning of my Wordpad document and hit PageDown 131 times.

    Wordcount:

    166,143 characters
    29,512 words




    Based on this, I estimate I've done more actual pre-game writing on this game than all other games I've ever hosted combined. And I'm not done yet.

    If I typed at a rate of 1 character per second, I'd have been working on this for 46 hours and about 10 minutes. I've spent about 12 hours working on it.


    By comparison, the amount of text in the role PMs for The Simpsons: Treehouse of Horror Mafia, one of my largest games to-date, was

    32167 characters
    4860 words


    And the Monty Python and the Holy Grail Mafia PMs (by far the most amount of text I've written for a game) were

    48238 characters
    8005 words
    Last edited by Askthepizzaguy; 11-08-2009 at 04:20.
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  29. #29
    Senior Member Senior Member Beefy187's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    And I thought my pre writing for Alien vs Yakuza was long
    Good luck ATPG, it will be fun no doubt but do take care of your self. (And Diana)


    Quote Originally Posted by Beskar View Post
    Beefy, you are a silly moo moo at times, aren't you?

  30. #30
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Resident Evil game; preview and discussion page.

    You won't be joining us, I presume? RL keeping you busy?

    If you do come back, I'm sure I'll need replacement characters. Given the amount of people in the game, I'm sure you'll see Capo III-level inactivity. I imagine I'll lose a good 5-10 players that way alone.
    Last edited by Askthepizzaguy; 11-08-2009 at 15:19.
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