I'm working on an Open-World Survival game where your the only one left on earth and all other humans are infected (zombies). Also, to make matters worse, ammo, guns, and medical supplies are scarce. My problem is, I'm running out of ideas for missions or objectives.
Some missions I already implemented:
> Gather "5" 9mm magazines
> Find a First Aid kit.
> Find a melee weapon.
> Survive 3 zombie hordes.
You need more of a story. What infected the zombies? What could possibly cure them? It makes no sense to be the only one left. There could be small groups that you can find and help. That makes missions. What about something that repels, but doesn't kill them? That would make a mission or missions finding the right objects or substances. Perhaps someone infected them for some purpose, then you have to find that person or group.
How about trying to get an old truck fixed up so the player can get to another town. That could involve several sub-missions, e.g. finding replacement engine parts, fuel, clearing obstructions from the road, etc.
Or how about clearing a building of zombies room by room and then barricading it to make a safehouse.
Build up a network of rooftop transportation routes (ziplines, ladders, bridges etc.) so you can move safely around the city without passing through the zombie-filled streets. This could be a good way to gradually give the player access to larger areas.
What's the character trying to do? Just survive? If he's really the last one left on earth then he's just going to die sooner or later, which isn't that much fun. Give him some larger goal, such as getting to a stronghold where there are other survivors, getting to a spaceship and blasting off to start a new human civilization on a new planet, or finding a cure for the zombie plague.
Step 1: Develop the core of your game (graphics, input, audio).
Step 2: Develop the scripting API for your game (gameplay and AI updates, control NPCs, handle XP/RPG system, interacting with game world objects, weapons, etc.)
Step 3: Write the base scripts to create AI zombies, an interacting world with weapons and such.
Step 4: Now write scripted scenes. These are complete stories, chapters, whatever you want to call it. It's a finite state machine that takes a user from point A to point B, while generating all sorts of fun stuff along the way using nothing but your script engine.
Step 5: Repeat step 4 as many times as you can and perfect your script API along the way. When you can't think of anything more to add, provide the API to the community and have them write new stories.
Step 6: Profitsss
Oh, and fighting zombies alone sucks. You need friends, be they real or NPC!
What is the F(&(*&(ing zombie rubbish?
Why is every game and TV series in the world obsessed with zombies?
I really don't get it. Change the damn zombies to aliens or just humans competing for resources and I might be interested, but I automatically avoid anything with the word "zombie" in it.
If you need inspiration, read.
Twilight 2000 was a game set in a post apocalyptic world and featured a rich game world (without zombies)
Traveller (a pen and paper far future rpg) has whole books full of scenario ideas and even a random encounter generation system.
If that doesn't work, go to a more engineered system. You want the player to be able to use a crossbow, so he needs to be able to make string, he needs tools to work wood for the stock, he needs metal to hold it all together, he needs bolts to fire. Each part of the process can be turned into a small scenario. Hell you can have several different scenarios for each part with varying results.
1) Kill a mutated tiger and use it's guts to produce string (range +3)
2) Battle your way to a sacred grove where a plant grows that can be spun into string (range-1, damage +1)
3) Capture mutated sheep and farm them for wool to use spin into string (range-2, damage-1)
4) Destroy an old building to extract wiring from the walls that can be spun into the string (range+3, damage+3, 5% chance of missfire)
It's up to you. As TheNut says though, you need the engine first.
I dislike zombies because they make such poor conservationists, also very shallow in the way of motives. I think they get used so much in games because you really can't go wrong with your AI when programming a zombie. They just have to wander around aimlessly and attack when they are close enough. I actually put one in a game, but it wasn't a real one, it was a med student who had worked too many hours. Not trying to convince him not to make one, though. You can do a good job with any setting, just do some original things with it.
The simplest AI ever ... wander ... if range \< stupid.....attack
No wonder Treyarch like them, best AI they write.
if range \< stupid.....attack
In my head zombies are slow in all ways, by swarming the "opponent" they finally take over the world, not like in the public media where they run like sprinters. They rot afterall...
But back to the original post. I think when it's about zombies, you should add more survival elements, like "find the lighter and survive overnight".