What is your game idea?

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Uncompetative

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Bear with me, this is in context with this thread...

Recently, Eggo mentioned the very next-gen Project Offset:

I read through the technology page on their website, seems fairly clever stuff:

http://www.projectoffset.com/technology.php

but then I looked at the leaked HD footage on Gametrailers and it was running at about 1 frame per second.

This suggests that it will be one of those PC games that everyone aspires to run on maximum settings, but can't without cooking their CPUs.

Even so, I'm sceptical about the actual game. I know Crysis went silly at the end of its storyline, but the way it did 'flesh' was excellent. With that technology out there I don't think I can get excited about the graphics on any game that makes the skin of its characters look like metal or plastic. That said, the fantasy architecture looks wonderful. Yet, I would have more confidence in such an ambitious project if they were to work on the controls/gameplay/viewpoint first and worry about the graphics/physics/level-design/art-design/story/music/voice until they know what kind of a game experience their control system/viewpoint constrains them to.

I'm always reminded that Shigeru Miyamoto directed his programmers to work on the inertia of a 'ball' when he came to do Super Mario 64. Only when the scope of this prototypical avatar had yielded the empowerment one would expect of a Superhero plumber, did he let them replace the sphere with context-dependent transitional animations of a 3D Mario. Everything else followed this, so the doors to the levels were unlocked when the player had proved their proficiency with a shallow knowledge of what was an incredibly rich and precise control scheme. In a sense, the game was there at the very outset, he just had the sense not to stuff its complexity down the beginner's throat at the very outset of the adventure. Remember the manual?



Project Offset needs to think about how to make swordfighting work and add subtlety, skill and mastery without over-reliance on RPG stats.

It would also be sensible, given their dubious quest for 'a cinematic experience' to do something more varied than an over-the-shoulder, or chase-camera, or first-person viewpoint (which is awkward for sword combat against multiple targets - it is hard to say what they have picked from the trailer, they seem to be using a mix), but I feel that a game would appear a lot more Cinematic if it had edits between multiple-cameras.

Perhaps these edits could arise when you identify a particular assailant from a group of attackers. Then the camera could switch to show you from their point of view (has the advantage of being non-blocking in rooms with columns that might ordinary get in the way of an AI controlled camera which formerly baffled Lakitu), it would also show damage thereby removing the need for an atmosphere breaking HUD; sound-effects could also be used (especially, chordal tones for magic combos).

I think the easiest way to implement the controls is to look at Robotron, or its contemporary imitators, such as Geometry Wars. This means the Left Stick moves the character relative to the map whilst the Right Stick changes the direction in which they are facing - normally, in Robotron it would fire in the direction you were pushing the Right Stick into, but it wouldn't do that as there are no "run and gun" weapons in a fantasy FPS (the crossbow should be slow to reload and more of a sniper weapon...), unless you were going to implement magic and needed some rapid-fire some spell-casting mechanism (perhaps, hold one/more of the 4 face buttons to build up a mix of Elemental energy which you could cast and recast after auto-recharge, the performance of which depended upon RPG stats and collectible items).

In this default mode the game would use a Cinematic camera, attempting to show your character navigating the impressive architectural spaces and ensuring that you weren't staring at your feet when presented with an epic dawn over a fjord, or somesuch. You could enter a Goldeneye style 1st person floating-reticle 'Aim-mode' by holding down the Left Bumper, but the freedom to do the gamepad equivalent of "mouse-look" would be balanced by preventing you from moving from that position, the Left Stick would then be used to lean both left&right and forward&back, the Right Stick would only reorient the character's body when the reticle swept to the edge of the screen, either turning, or nosing the character forward&back. The apparent duplication in control is intentional as the lean is faster and self-centering on release. It is this 1st person mode that you would use for the crossbow, indeed it may dynamically equip that weapon on holding the Left Bumper. A small 'dot' reticle would only appear as the Right Trigger was partially squeezed and be 'red' if no target was in range. From this 1st person mode you could target a threat and "lock-on & track it" by also holding down the Right Bumper, at this point the camera would switch to show the assailant's point of view of you, etc. If they turned to flee it would be up to you to release the Right Bumper and return to 1st person, but as you had been "locked-on" you would find them more or less still in the centre of your view as your character had been automatically rotated around to face them as they had circled you in the fight.

Having the thumbsticks do something entirely different again in this "lock-on" mode may be a mistake. It would probably be okay to keep the Left Stick as multi-directional lean and keep your character standing in one place whilst defending themselves - i.e. "let them come to you". The Right Stick could explore the peripheral vision of the assailant so as they looked away from you, the camera could be "finessed" to keep you partially 'in shot' - this would also add dramatic shakiness to the camera work, making you the director and similar to the way you can 'choose where to look' within constraints in the cutscenes of Far Cry 2. The Right Stick wouldn't control where you're character was looking. The area of the body to attack would be 'queued-up' in a sequence on the face buttons then the Right Trigger would perform an aggressive move and the Left Trigger a defensive parry. It would be important to meet equivalent force with force, hence the use of the pressure-sensitive Triggers. Stance would also be an issue as certain moves could make you lose your balance if you over-swung whilst leaning. Crouching would help lower the centre of gravity and dodge some head slice-attacks and you could hold the Left Thumbstick in to do this and release to stand-up straight. The Right Thumbstick could either be clicked to jump, or released after being held to jump - the difference being that in the latter you would jump higher the longer you 'prepared'; this may prevent characters hopping around like rabbits on amphetamines as often happens in FPS games.

Boss fights are risk-reward and can be avoided completely if, like me, you are totally useless at them at get stuck at that point in the game and can't get any further. The point-of-view changes again for these fights and becomes boss-centric, essentially like Shadow of the Colossus. The camera keeps moving around the body of the huge dragon, etc. that you are climbing about on in order to keep you in picture, whilst moving in and out to keep the monster within frame. Once its weak spot has been reached and the beast brought to the ground you will be free to look through the treasure it guards, collect a reward from the formerly terrorised neighboring villages, or in the case of the game's 4 dragon's simply scavenge its magic teeth.

You see, the magic system works off the power of Elemental Dragons. Without going into too much detail, this is based upon the Xbox 360's color-coded face buttons:

Earth = Green - creates earthquakes, panicking hordes; or will 'Earth' any lightning based attack provided the player isn't standing in water
Air = Yellow - creates sunlight, useful in dark dungeons; or allows player to glide when direct sunlight, mitigating high-falls
Fire= Red - creates fireballs; or a ring of defensive fire
Water = Blue - creates freeze-lightning; or heals the player

Acquisition of teeth is a major part of the game as the player is required to travel to the "four corners of the world" to collect them from the respective dragons.

North = Air Dragon, 'Norwegian/Viking' Mountain theme = Yellow
East = Fire Dragon, 'Ancient Imperial Chinese' theme = Red
West = Water Dragon, 'Native American' Great Lakes theme = Blue
South = Earth Dragon, 'Frank Herbert/Tremors' Desert theme = Green

These can be combined to cast mixed spells, e.g. Hold Blue then Yellow to create a mist of vapor all the better to disguise your stealthy approach, or combine Earth and Fire to crack the landscape asunder and bring forth lava. Obviously, you can't create earthquakes and lava when you begin as you will need to 'rank-up'. Dragons teeth in powdered form are available in Apothecary shops in major towns although they are 'cut' with large quantities of chalk and only have limited effects. Basically, you are better off acquiring your own fresh Phoenix feathers and Minotaur horn even if this is the more dangerous course.

Consequently, some form of balanced questing party/squad-combat is required, where you can choose to focus of being a stealthy thief/assassin, or an armored warrior or a wizard, etc. (or any combination of the above; as what you do in the game determines your class, rather than some "menu choice" when you first start the game). This is where the D-pad comes in to effect as it can be used to direct other members of your party. Sure, you can play Cooperatively with up to 3 others of mixed classes to better tackle each quest, but as games can take a long time to finish it is only reasonable to adopt the Gauntlet method of jump-in/drop-out play where the sudden exit of your warrior just leaves you with an AI controlled character. Whether or not members of your team are "real" doesn't even need to be apparent as you don't talk to them to direct a strategy, but use the D-pad to control their advances, flanking, and holding position - whilst the Back button issues an organised retreat to your current position. Therefore, look at a place you want to send your teammates, or a target you want them to attack from where they currently are and press:

Up = to get them to head straight there
Right = to circle anticlockwise around to the location/target's left flank using all available intervening cover
Left = to circle clockwise around to the location/target's right flank using all available intervening cover
Down = to hold their current position, making use of nearby cover if attacked

Back = to retreat to just behind your current position, defensively flanking you

The 'rules of engagement' could be defined at the same time by Holding the D-pad and then tapping one of the face buttons before the D-pad was released:

Red = Red Alert - "belligerent, attack first"
Yellow = Yellow Alert - "passive, only fight back"
Green = All Clear - "healing, rest & restore from fatigue phase"
Blue = Sneak - "stealth approach, avoiding combat as it discloses position"

Obviously, this is a very long post and I am well aware that few of you will take the time to read/comment on it. I don't actually care. The reason I like to go into all of this detail is that I don't think it is fair of all of us to bleat on about game X or Y being rubbish without saying why. What do we want? What would work? What are publishers getting wrong? Are the priorities of developer's correct in this gen?

When a game as interesting as Project Offset is glimpsed whilst still in development I feel we have an opportunity to influence its design.

After all, publishers are driven by marketing departments and marketing departments listen closely to focus groups.

I don't mean to be impertinent in my detailed suggestions. I mean to help.

I don't like to be sceptical of aspirations to Cinematic swordplay without making what I feel is a constructive technical criticism.


Anyway, enough of me being boring... just be relieved I didn't tell you about the game I'm actually working on:

Universe.
 

WhiteFangofWhoa

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New idea outlines occur to me daily but most of those are sequels to unjustly-forgotten franchises. One of the better ones that isn't probably sprung from some hybrid playing of Hexen immediatley after Space Station: Silicon Valley.

So, enter vast medieval kingdom. It's about as cheery a place as Hexen or Heretic, thanks to the efforts of a certain demented sorcerer who while developing his powers recently figured out how to summon demons from hell to do his bidding. With this legion he's managed to kill the royal family leaving only the country's esteemed royal guard as a sort of resistance movement against his demons... But this isn't the only realm of magic he dabbles in. More out of an innate curiosity towards all types of black magic than real desire to rule a kingdom, he gets a grab bag of peasants to experiment on, one of them being you. His experiment on you is an attempt to magically extract a soul from a body while keeping the body alive. It works, and your body is disposed of. What's left behind eventually comes to realize that it can possess any living body that does not have a soul already in it. In other words, every one of the sorcerer's demons, but only one at a time.

The obvious motive here is revenge, but unlike Geist or Silicon Valley the setup is ideal for a 'blank slate' player going after the sorcerer for the same reasons you are, perhaps neglecting to even mention your gender or age before your soul is turned into a Revenant, which is incidentally the title I first had in mind for this assuming it's not already taken. Since any demon can be controlled, you have a variety of ways to solve puzzles or fight the other demons. The Royal Guards stemmed from my initial impression of Metal Gear Solid 4's 'three-side-war' concept: an outgunned, independent force fighting your enemy that can become your friend or foe depending on whether you help them in their plight or not, also affecting your ending. Of course gradually gaining their trust would be difficult since you can only body swap through demon bodies, and eventually the sorcerer would catch on and create his own Revenants ('bosses') to stop you by directly transplanting the souls of wicked men or mercenaries into the nastiest demons he can find.

So maybe now you can see some of the various influences on my thought processes. I've also entertained the notion of having a 'Revenant King/Queen' who was woken up by the creation of the first Revenant to exist in centuries to help guide you through the early areas, even while he/she attempted to erode your remaining humanity with honeyed words... Maybe a bit too Prince of Persia-ey. Or Too Human-ey. Additionally I always pictured an emphasis on not making the sorcerer a completely evil character, just amoral and anxious to learn everything he can about black magic ('There is still so very much to learn...'). Maybe a few notches younger than the average villain too, still uncertain of the breadth of his powers and what he really wants out of life. By contrast the ancient Revenant King/Queen would have nothing but malicous intentions in the end, and could be fought as an optional boss depending on how you perform.
 

fedpayne

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Good morning blues said:
Right now I'm working on a film-noir style adventure game with lots of branching paths starting from the very beginning. The challenge will mostly come from trying to pick the best path. There won't be obvious "good" and "evil" choices like in a game such as KOTOR or Fable; instead, you'll be put in situations like one where gangsters have two of your allies - one who's your close friend, one who you know you need to get out of the situation - hostage in a "mexican standoff"-type situation, and you need to choose to either shoot one of the gunmen or lay down your weapon. I hate being completely stumped in inventory-based point-and-click adventure game puzzles, so while those will be in there, there will always be a way to bypass the puzzle, though obviously there will be negative consequences for doing so. In one scene, you know that there are police officers outside your room waiting to arrest you; you can either solve an inventory puzzle to fashion an escape out the window, or you can simply walk out and surrender.
Working on it in your head, or actually making it? Please say the latter, and let me aboard as a script-writer. The last few years I've immersed myself in the works of Chandler and Hammett and love the idea of a prohibition era detective game, with puzzle-solving and actual thought required.

Obviously you don't actually have to hire me as script-writer, but I am very interested in the idea.
 

Aptspire

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two words:
Zombie. Ninjas.
lol jk
how about actually flying mechs (not like OWG but flying ALL THE TIME)
in space :D
 

TsunamiWombat

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Sep 6, 2008
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Aptspire said:
two words:
Zombie. Ninjas.
lol jk
how about actually flying mechs (not like OWG but flying ALL THE TIME)
in space :D
They called it Zone of the Ender's and it's pretty awesome.

I'll cook up some stuff in a bit, give me time to think
 

Good morning blues

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fedpayne said:
Good morning blues said:
Right now I'm working on a film-noir style adventure game with lots of branching paths starting from the very beginning. The challenge will mostly come from trying to pick the best path. There won't be obvious "good" and "evil" choices like in a game such as KOTOR or Fable; instead, you'll be put in situations like one where gangsters have two of your allies - one who's your close friend, one who you know you need to get out of the situation - hostage in a "mexican standoff"-type situation, and you need to choose to either shoot one of the gunmen or lay down your weapon. I hate being completely stumped in inventory-based point-and-click adventure game puzzles, so while those will be in there, there will always be a way to bypass the puzzle, though obviously there will be negative consequences for doing so. In one scene, you know that there are police officers outside your room waiting to arrest you; you can either solve an inventory puzzle to fashion an escape out the window, or you can simply walk out and surrender.
Working on it in your head, or actually making it? Please say the latter, and let me aboard as a script-writer. The last few years I've immersed myself in the works of Chandler and Hammett and love the idea of a prohibition era detective game, with puzzle-solving and actual thought required.

Obviously you don't actually have to hire me as script-writer, but I am very interested in the idea.
It's still in the pretty early stages (most of it is on paper, I'm still making the placeholder art), but yeah, work has begun on it, and I certainly have the resources and motivation to see it through. It'll actually be my second game.

I'm not sure whether or not I'll be needing a script-writer, but I'll certainly contact you if I think I can find a place for you.
 

Dumplebush

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well since Ipod touch games are VERY lame my great idea for an Ipod game would be a simple game that mixes eve online type gmaeplay and dope wars. I wanted a game where you could really get rich or die trying. you would go from space station to space station on your space ship, and you buy and sell goods, and you get attacked by other spaceships.
 

nikomas1

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Its more of were my gaming idea is, and that place is the "HIGH-SECURITY" area of my memory. I would not post it anyhow because I don't want it stolen. I regard it pretty unique and prone to theft.
 

Dumplebush

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i totally agree many mmos whould be way better if i didnt have to spend so much time gaining lvls.
 

Aust1n720

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A good game idea would be like a Fallout 3 MMORPG. Or Assassins Creed but set in the near future and your a ninja, with guns, and at the end of the game you kill your best friend.
 

Arsen

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An MMO world where you actually have to fight along the lines of a fighting game or a hack and slash...

Or something along the lines of Jedi Outcast. It can happen.
 

Fightgarr

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The concept of my game falls somewhere between Call of Cthulu: Dark Corners of the Earth and Shadow of Colossus. Basically you play a Spelunker, who discovers a vast cavern system in which massive hyper-intelligent monstrosities live. Now while I'm not exactly sure on the plot, the gameplay would fall into a survival, puzzle-platforming genre. The survival element being that your spelunking equipment (flashlight etc.) has a limit, and one must find batteries etc. to use continue using the benefits of their equipment. Puzzle and platforming elements all dealing with navigating through the cave system. Each major section would end with a boss battle with one of the massive, intelligent entities. I don't know, I think it could be cool.
 

Garzo

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I have lots of ideas that I forget completely as quickly as they come to me. That's why I have a notebook now and I write down every idea I have. Even the crap ones. I have a lose idea for a historical RPG set in Rome and an adventure game set in WW2 that doesn't focus on shooting. Try and imagine something along the lines of Republic but with direct control and stealth-style, espionage-based gameplay. And no realistic graphics. I prefer it when things are a bit more stylised.
 

Clemenstation

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My innovative idea is to start with a game mechanic or ludological structure that has already been used several hundred times, to varying degrees of success. Perhaps a FPS or a turn-based RPG. I will then overlay an incredibly complex narrative on top, involving robots, alien hive-minds, detectives with fancy hats, infinitely powerful weapon-items from HELL, and other similarly awesome and totally original things. The backstory will be a mile deep, but basically it will just be a slight adaptation on the sci-fi and fantasy mores that I loved growing up. Players will be required to learn a billion new place and race names for strangely familiar tropes (e.g. Dumplingpeople = Dwarves, the Overhordemind = Zerg, the Realm of Nibleauong = Middle-Earth). They will f-ing love it.

Also I read somewhere that every new games needs at least one distinguishing feature or saleable point, so I guess every character will have rocket boosters strapped to their shoes. When you choose Attack from the turn-based menu, they will attack... BY FLYING AT THE ENEMY WITH A SWORDDDDDDDDDDDD wheeeeeeeeeeeeee!
 

ZomgSharkz

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Aug 4, 2008
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My idea would be a cross between L4D and a base-defense game. The main enemies would be Zombies (naturally) that would be fast (like L4D) and you would have tons of special zombies (like way more than L4D). So there would be different level scenarios you could choose from, such as a suburban block, a downtown business area, a school, a sports arena, and so on. So you'd be let loose in the area you choose and would be given a certain time limit to both find a suitable base and subsequently fortify it.

You would be able to fortify the building with whatever is in the building as well as anything you can carry with you from the outside. However you wouldn't just simply choose an object then place it. You would actually have to drag things around to wherever you want them. The time it would take to drag them would also depend on the object. Pushing a big sofa into a doorway would take much longer than picking up a school desk.

You would also be able to set up traps with what you can find throughout the building. You might find some propane tanks so you could set them up outside the building to shoot as the zombies attack. You could also somehow set up a tripwire that would drop rubble down upon your foes (not sure how that would work yet). There would be as many traps as you can think up with the materials at hand.

The game would be very simple to implement co-op into. I'm thinking 1-4 players but as the players increase in number so do the zombies to even the odds. So once the time allotted to search out and fortify your stronghold expires the zombies would start coming. The zombies would come in waves, much like Horde in Gears 2, with each wave adding more zombies as well as powerful special zombies. In between waves you would be given a short amount of time (Much shorter than the original fortification time) to scrounge for ammo or rebuild barricades and traps. You may even go to a different building to start a new base but this is risky because you never know if the building you pick will be a good candidate for a stronghold.

So this is an example of what I hope game-play might turn out as. You choose to play in a suburban area. You start in the middle of the street with only a pistol and the timer starts. You walk down the street searching for a suitable base when you see on someone's drive way a table with a bunch of cut wooden boards, a hammer, nails, and a circular saw. However this house isn't a good place for a base so you take the boards, hammer, nails, and saw blade and continue on. Eventually you find a two-story house with a separate garage. The house has a back door and a front door so there are two entrances to cover. It isn't the most suitable base, but entrance from the garage isn't a problem and the timer won't last forever so you begin you fortifications.

First you use the wooden boards along with the hammer and board off all the first floor windows to slow down the zombies. After that you quickly search the separate garage and find a full propane tank as well as a battered, neglected bow along with some arrows. By now the timer is running dangerously low so you head back to the house. Along the way you set the propane tank out in the front lawn before entering the house. Then with a deal of effort and time you drag a sofa from the living room in front of the front door to block off one exit, and pile up some tables to block the back door. The downstairs is suitably blocked off so you head upstairs to see what you can find. In the master bedroom you find an old, dull WWII knife that you keep as a last resort. You also drag out a old dresser and balance it precariously on the edge of the steps.

By now the timer has reached zero and wave 1 starts. You head to an upstairs window and wait. The first wave consists of a medium sized group of normal zombies and appear around the corner of the street and rush towards the house. As they reach the front lawn you shoot the propane tank with a shot from your pistol and the ensuing fire engulfs almost all of the zombies. The last few are felled by pistol shots. The next few waves continue more or less like this with more and more zombies. By now they have clawed down the front door but the sofa is still blocking them, and many windows are smashed open. Your pistol ammo is running low.

Now the special zombies are mixed into the waves. As you are firing from the upstairs window you hear a crash from below. You quickly run to the stairs to see that a massive, hulking zombie (much like a L4D tank) has smashed in the sofa blocking the door and masses of lesser zombies are charging up the stairs. Quickly you shove the dresser poised on the stairs downward and the heavy piece of furniture crushes many zombies on its way down. But now the massive zombie sees you at the top of the stairs. You dart into an upstairs room and push a file cabinet in front of the door. However this is no match for the giant zombie's strength and in blows through the door and cabinet without breaking stride. However the zombie is dazed and you are able to stab it a few times in the back with the old WWII knife before it turns to face you. The zombie is strong but slow and dumb and dodging it is easy enough, but you have to kill it quick before the house is completely overrun.

The zombie charges and you dodge to the side once again, and as it turns towards you, you shove the circular saw blade into it's neck but it still isn't dead. While it staggers back from the mortal blow you stab it again in the eyes and eventually the hulking beast dies. You pull the saw out of its neck and throw it out of the room into incoming zombies. Along with your last pistol shots you push the zombies back far enough to buy a brief moment of time. With that time you quickly push a desk and another file cabinet in front of the door.

Suddenly you hear something behind you and see that a smart zombie (a different kind of special) has wisely found a ladder from the garage and used it to gain access to the upper floor. Before he can climb in along with a host of lesser zombies. You pull out the old bow and put an arrow between his eyes and then quickly kick him off the top of the ladder. Then you push the ladder away keeping the zombies at bay. Now the last zombies of the wave have broken through the cabinet and desk at the door but you quickly down the last few. Now the wave is over and you have time to regroup.

I could probably keep going forever but I was already feeling like it was getting annoying and long-winded but that's my idea. I hope that houses would be placed in different places each time you start up a scenario and I also hope that the items inside the houses would be randomly changed. This would keep the player from finding one stronghold for every game and if the happened there would be no variety. You would have to rely on makeshift weapons much more than conventional weapons, and it would be rare to find a gun inside someone's house (although if you're lucky you might find a shotgun or rifle to aid you). Another incredibly rare but very powerful zombie I thought of is the gun zombie. As the name suggests they would carry guns and that would be one of the only ways to obtain new weapons and ammo, aside from finding it in the house. However you would have to let them get close enough to you so you could get the ammo without having to run outside or wherever else you may kill them. But if you let them close they can be extremely deadly so it's a Catch 22.

Well there it is. I'm going to keep thinking on this one because I think I may have something here. =)
 

Johninator712

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ZomgSharkz that is a wonderful idea. Haha I wish it was a game. For me. I'll have to think for a little while on what type of game I would like to create. I will definitely come back to this forum.
 

ChromeAlchemist

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Cyborg Ninja Strippers With Chainsaws.

But seriously I did have a decent idea, I will post it when I remember.