/* Generic Zombie Game Online, GZGO, © Rushnut 2009 After Almost a year of working on Resident evil Online projects, I finally realised they were going nowhere. Therefor I have decided to create a new game, possibly completely ripping resident evil off, but none the less a new game to BYOND. This will be one of my first attempts at using datums as often as I can, and to attempt to be modular, which is going to fail in a burning heap of fire, but none the less I will try. */ /* Monster Stat breakdown Health, the amount of damage that can be taken before falling dead... permanantly. Speed, the delay between each call of step, or Move, or whatever I end up using for movement. Strength, the amount to be devided by an objects Strength, and then added to the monsters, Damage, the amount of base damage a monster will do. Gripability, the amount of grip a monster has, as I'm planning on making them grab anything that still uses it's brain. Smarts, this one will be the pulling point of the game, or atleast I hope. Monsters will have a smarts level, that will determine; The amount of times a monster might start to randomly walk away instead of attack. The time it takes to loop through what will aventually be a targetting system for the monsters. The chance that a monster will stop attacking something if it sees something more interesting and easier to attack. */ /* Monsters List _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |Name |Health|Speed|Strength|Damage|Grip|Smarts|Description | | | | | | | | |Gripper | 100 | 5 | 2 | 5 | 10 | 1 |Grippers are ruined attempts at creating Zippers, they have one large mouth on their chest, and instead of legs, has hundreds of large tentacles, often peircing the skin to grab onto enemies and devour them. |Zombie | 50 | 3 | 1 | 2 | 3 | 2 |Zombies were the first monster created from the experiments at Island Eyhavnoklu, they aren't very smart, but are easy to manufacture and thus have become the most prominent enemy on the vastly diminishing land left at Haven. |Brawler | 500 | 5 | 5 | 10 | 5 | 0 |Brawlers are Zombies that have been pumped with enough of the mysterious J2M6 Virus to create twenty Zombies. They are driven mad by rage, and thus are very unintelligant, yet if they start a long runup, there isn't much that will stop them. |Trickerster | 150 | 3 | 2 | 5 | 1 | 10 |Tricksters are the half born offspring of a J2M6 Virus carrier with a human. The baby is born, but not much else is known as no survivours of a Trickster birth have been found. They are driven by Zombie instincts, but retain some smarts of a human. |Zipper | 50 | 1 | 3 | 3 | 3 | 5 |Zippers are monsters created by a small tweak to the J2M6 Virus, they have no eyes or mouth, but their skin itself absorbs the blood and protine from human flesh. They have thin skin, but can move remarkably fast. |_ _ _ _ _ _ _ _ _ | _ _ _|_ _ _|_ _ _ _ |_ _ _ |_ _ |_ _ _ | */ /* Player Stat Breakdown Upgradeable: Max inventory. The players Military issue rucksack can be restitched to increase size. Weapon Proficiency, the skill with a gun, will affect headshot's, misses and reliability. Non Upgradeable: Speed, the delay set on the client/North/West/East/South functions to halt movement for a set period of time. Infection Resistance, The chance to resist being infected from a monster. Health, the amount of bites, whips, whatever, they can take before joining the undead hordes. Money, the currency was long lost when the outbreak took place yet still people wish to trade, instead of money people trade expeirances, in the form of EXP. Command, the amount of NPC's a player can control. */ /* Class List _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |Name |Health|Speed|Inf Resist|Command| | | | | | | |Infiltraitor | 10 | 1 | 20% | 1 | |Medic | 15 | 3 | 30% | 2 | |Demolitions | 20 | 5 | 50% | 1 | |Heavy | 18 | 4 | 40% | 1 | |Engineer | 12 | 3 | 30% | 3 | |Pyromaniac | 16 | 2 | 35% | 2 | |Commando | 15 | 3 | 40% | 5 | |_ _ _ _ _ _ _ _ _ |_ _ _ |_ _ _|_ _ _ _ _ |_ _ _ _| */ /* Gameplay Gameplay will be split up into rounds, much like Resident Evil Online, yet unlike them there will be preset maps, in a specific order that will create somwhat of a story. The round will start, players will join into the safeplace of the map, where there will be located a Merchant, ammo supplys, a few leftover weapons and a few Army mercernaries. They will be given two minuets inside of this safeplace to prepare for the game. Once these two minuets are up, the players will be sent out into the quaranteind (spell me!) area, where there will be a 60 second restbite, in which the players can set up defences and protective measures against the unavoidable enemies that will come. The amount of enemies will be set by a calculation of; x = players + players weapon proficiency y = x * level number number = y * rand(200,400) Difficulty will be set like so; Beginner: 1/2 monster health, 1/2 Exp Normal: 100% Monster Health, 100% Exp Moderate: 125% Monster Health, 125% Exp Hard: 150% Monster Health, 200% Exp Extreme: 225% Monster Health, 300% Exp The difficulty will be selected when a new game is made, new games are made at the end of the 'story', also at the end of the 'story' will players who were in the game from the start of the story will be given a 10% bonus ontop of all the Exp they have so far earned, will be granted with a random item out of 10 that when all found and returned to me will reward them with Free Mode. If they lose a round in 'story', they will lose a 'conviniently timed backup arrival crew', and they will start that round again, if they lose all 10 CTBAC's, the story will end, and they must start it from the start again. Free Mode will be much like the 'story', except the map, number of monsters and difficulty will all be set by the user. Free Mode can only be used after a 'story' (a story consits of 15 rounds, because I say so)has finished. */ /* Attackable Objects You know earlier when I described Strength I said that it will be devided by an objects Strength? Well here is a nice little rundown of those Objects. Barricades Barricades will be placed on the map pre game, but also buildable by engineers. They are upgradeable and can be Locked/ Unlocked. An Unlocked Barricade can be pulled by a player and also can be pushed. Players can also Jump on these barricades. Engineers can repair them once they are destroyed, which will undo all upgrades done to them. Fences Fences are much like Barricades, yet they can not be pulled, pushed, locked, unlocked or upgraded. Sandbag Walls Much like Fences, but cannot be jumped on or repaired. Windows Windows will be dense untill broken, which can be done by either a shot from a gun, knifed or attacked from monsters. They cannot be repaired, but can be blocked up by engineers. Doors Doors, like windows, will be dense untill either destroyed or opened. They cannot be upgraded. Switch Doors Like doors, but have a corrosponding switch that will be pressed. If the switch is broken, they are unrepairable. Switch See above. Object table _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |Name |Health|Upgrades|Strength|Repair| | | | | | | |Barricade | 10 | 3 | 3 | 1 | |Fence | 15 | 0 | 4 | 1 | |Window | 5 | 1 | 1 | 0 | |Sandbag Wall | 20 | 0 | 6 | 0 | |Door | 7 | 0 | 2 | 1 | |Switch Door | 15 | 0 | 3 | 1 | |Switch | 5 | 0 | 1 | 0 | |_ _ _ _ _ _ _ _ _ |_ _ _ |_ _ _ _ |_ _ _ _ |_ _ _ | */ /* NPC's NPC's will be a rather large part of my game, and thus they have earnt there place in this document! Mobs: Army Mercernary. Will be spawned with a random weapon out of a selected 5 or so. Objs: (Are still Mobs, but are objects in real world, if you get what I mean) Turret. Just a simple turret Sentry Turret. Engineers personal Turret, can be upgraded. Trip Laser Cannon. Will be placed, and whenever a monster passes its line of fire it will fire a beam. NPC table _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |Name |Health|Upgrades|Strength| Damage | | | | | | | |Mercernary | 15 | 0 | 3 | 3,10,20 | |Turret | 10 | 2 | 5 | 10 | |Sentry Turret | 15 | 4 | 3 | 7 | |Trip Laser Cannon | 30 | 1 | 8 | 500 | |_ _ _ _ _ _ _ _ _ |_ _ _ |_ _ _ _ |_ _ _ _ |_ _ _ _ _ | */ /* Guns & Weapons Well we haft to kill them somehow don't we? ;) Breakdown: Firespeed, delay inbetween shots, lower = faster Firepower, damage done by shots Reloadspeed, delay it takes to reload Cost, obvious really? Accuracy, chance that the shot will hit, also chance of a headshot Clip, amount of ammo a clip can take Dualable, you can use this weapon and any other dualable weapon at the same time Stand, the gun has a bi pod which will increase accuracy by 10% but will remove movement and make reloading slower by 10% Scope, will disable movement, but will instead allow you to see far off the view range, I think I'm going to just haft to copy Resident Evil Online for this, as I can't see any other way of doing it ;O Guns Table (Will complete it later) _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |Name | Firepower | FireSpeed | Reloadspeed |Cost | Accuracy | Clip | Other | | | | | | | | | | |Glock 18 |1=10 2=12 3=14 4=16 5=18 6=20 |1=10 2=9 3=8 4=7 5=6 6=5 |1=20 2=18 3=16 4=14 5=12 6=10 |É700 |1=60 2=63 3=66 4=69 5=72 6=75 |1=7 2=8 3=9 4=10 5=12 6=15 | | |Bretta 9mm |1=10 2=12 3=14 4=16 5=17 6=18 |1=10 2=9 3=8 4=7 5=6 6=5 |1=20 2=18 3=16 4=14 5=12 6=10 |É750 |1=65 2=68 3=71 4=74 5=77 6=80 |1=7 2=8 3=9 4=10 5=12 6=15 | Dualable | |Browning 9mm |1=10 2=12 3=14 4=16 5=17 6=18 |1=10 2=9 3=8 4=7 5=6 6=5 |1=20 2=18 3=16 4=14 5=11 6=7 |É800 |1=65 2=68 3=71 4=74 5=77 6=80 |1=7 2=8 3=9 4=10 5=12 6=15 | Dualable | |Desert Eagle |1=30 2=33 3=36 4=39 5=42 6=45 |1=15 2=14 3=13 4=12 5=11 6=10 |1= 2= 3= 4= 5= 6= |É1200|1= 2= 3= 4= 5= 6= |1=8 2=10 3=12 | | |Smith & Wesson |1=55 2=58 3=61 4=64 5=67 6=70 |1=20 2=19 3=18 4=17 5=16 6=15 |1= 2= 3= 4= 5= 6= |É1300|1= 2= 3= 4= 5= 6= |1=6 | | |Colt Anaconda .44 |1=45 2=48 3=51 4=54 5=57 6=60 |1=20 2=19 3=18 4=17 5=16 6=15 |1= 2= 3= 4= 5= 6= |É1300|1= 2= 3= 4= 5= 6= |1=8 | | |UMP .45 |1=20 2=21 3=22 4=23 5=24 6=25 |1=1 |1= 2= 3= 4= 5= 6= |É2700|1= 2= 3= 4= 5= 6= |1=25 2=26 3=27 4=28 5=29 6=30 | Dualable | |MP5 |1=20 2=21 3=22 4=23 5=24 6=25 |1=1 |1= 2= 3= 4= 5= 6= |É2600|1= 2= 3= 4= 5= 6= |1=25 2=26 3=27 4=28 5=29 6=30 | Dualable | |Uzi |1=18 2=20 3=22 4=24 5=26 6=28 |1=1 __ |1= 2= 3= 4= 5= 6= |É2500|1= 2= 3= 4= 5= 6= |1=30 2=32 3=34 4=36 5=38 | Dualable | |Skorpion |1=15 2=16 3=17 4=18 5=19 6=20 |1=1 | | | | |1= 2= 3= 4= 5= 6= |É2000|1= 2= 3= 4= 5= 6= |1=15 2=18 3=21 4=25 | Dualable | |AK 74u |1=18 2=20 3=22 4=24 5=26 6=28 |1=1 | | | | |1= 2= 3= 4= 5= 6= |É2500|1= 2= 3= 4= 5= 6= |1=25 2=27 3=30 | | |P90 |1=18 2=20 3=23 4=26 5=28 6=30 |1=1 |__ |__| |__ |1= 2= 3= 4= 5= 6= |É3000|1= 2= 3= 4= 5= 6= |1=30 2=32 3=34 4=36 5=38 6=42 | | |M4A1 Carbine |1= 2= 3= 4= 5= 6= |1=1 |1= 2= 3= 4= 5= 6= |É2500|1= 2= 3= 4= 5= 6= |1=30 2=32 3=34 4=36 | | |Ak 47 |1= 2= 3= 4= 5= 6= |1=1 |1= 2= 3= 4= 5= 6= |É3500|1= 2= 3= 4= 5= 6= |1=30 2=32 3=34 | | |G3A3 |1= 2= 3= 4= 5= 6= |1=1 |1= 2= 3= 4= 5= 6= |É3400|1= 2= 3= 4= 5= 6= |1=26 2=27 3=28 4=29 5=30 | | |G36C |1= 2= 3= 4= 5= 6= |1=1 |1= 2= 3= 4= 5= 6= |É3700|1= 2= 3= 4= 5= 6= |1=28 2=29 3=30 4=31 5=32 6=33 | | |M-249 |1= 2= 3= 4= 5= 6= |1=1 |1= 2= 3= 4= 5= 6= |É4000|1= 2= 3= 4= 5= 6= |1=1002=1203=1404=1605=1806=190| Stand | |RPD |1= 2= 3= 4= 5= 6= |1=1 |1= 2= 3= 4= 5= 6= |É3900|1= 2= 3= 4= 5= 6= |1=95 2=1063=1174=1285=1396=150| | |M60 |1= 2= 3= 4= 5= 6= |1=1 |1= 2= 3= 4= 5= 6= |É4500|1= 2= 3= 4= 5= 6= |1=75 2=85 3=95 4=1055=1206=150| Stand | |.50 Caliber |1=75 2=85 3=96 4=1075=1186=130|1=50 2=45 3=40 4=35 5=30 6=25 |1= 2= 3= 4= 5= 6= |É5000|1=100 |1= 2= 3= 4= 5= 6= | Scope+Stand | |Dragunov |1=60 2=63 3=66 4=69 5=72 6=75 |1=45 2=40 3=35 4=30 5=25 6=20 |1= 2= 3= 4= 5= 6= |É2000|1=100 |1= 2= 3= 4= 5= 6= | Scope | |M21 |1=50 2=53 3=56 4=59 5=62 6=65 |1=45 2=40 3=35 4=30 5=25 6=20 |1= 2= 3= 4= 5= 6= |É1700|1=100 |1= 2= 3= 4= 5= 6= | Scope | |M40A1 |1=80 2=85 3=90 4=95 5=1006=110|1=50 2=45 3=40 4=35 5=30 6=25 |1= 2= 3= 4= 5= 6= |É3200|1=100 |1=5 | Scope | |Mossberg |1= 2= 3= 4= 5= 6= |1= 2= 3= 4= 5= 6= |1= 2= 3= 4= 5= 6= |É3500|1=100 |1=4 2=5 3=6 4=7 5=8 |Dualable+Spread| |12 Gauge |1= 2= 3= 4= 5= 6= |1= 2= 3= 4= 5= 6= |1= 2= 3= 4= 5= 6= |É4000|1=100 |1=8 2=9 3=10 4=11 5=12 | Spread | |Sawnoff |1= 2= 3= 4= 5= 6= |1= 2= 3= 4= 5= 6= |1= 2= 3= 4= 5= 6= |É2000|1=100 |1=2 |Dualable+Spread| |M107A |1= 2= 3= 4= 5= 6= |1= 2= 3= 4= 5= 6= |1= 2= 3= 4= 5= 6= |É3700|1=100 |1=4 2=5 | Spread | |Rocket Launcher |1=EXPL |1=12 |1=30 |É7000|1=100 |1=2 |It's a rocket launcher!| |_ _ _ _ _ _ _ _ _ |_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |_ _ _|_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ |_ _ _ _ _ _ _ _| */ /* A Quick note... On Terrain Destruction, scince on Resident Evil Online, it's sometimes the most releiving thing in the world, when backed into a corner, to turn and launch a grenade at a wall, to be free! And sometimes it's the most annoying thing in the world (For those who haven't played Outpost on Resident Evil Online, I'll explain, having a small ish map which is a kind of ring, walls are the only thing that basically protect you, imagien TD + some tit who is grenade happy.) On my game, in Free Mode it will be an option between On Off and Real On 'story' it will always be real, which means walls and anything dense that isn't an attackable object will have a health variable which is rather substantial. Explosions will slowly wittle down on this health, untill the wall finally crumbles. */ /* Explosives Aw yea you're all thinking, time for another one of his sexy tables. _ _ _ _ _ _ _ _ _ _ _ _ _ |Name |Damage| | | | |Grenade | 30 | |Mine | 40 | |C4 | 35 | |Gas Tank | 45 | |Rocket | 60 | |Anything else | 35 | |_ _ _ _ _ _ _ _ _ |_ _ _ | */ /* 'Story' Mode. Level 1: You are stationed in The Left Main Gate of Haven, the last reamaining home of Humankind. An unexpected attack happens and you must simply defend untill the killcount is reached. There is basically no way of losing, unless you truely do fail. Special conditions: Ammo is aplenty Cures are not yet made Level 2: You are promoted and moved to the Northern Gate, another unexpected attack this time shows you what a gripper looks like. Same conditions as above Level 3: Central ring of Haven, where a man has begun to transform... Special Conditions: Map is tiny No NPC's No ammo. No nothing. Just one Brawler and players. Level 4: Brawlers have overtaken the south gate, you must push them back. Same conditions as level 1 Level 5: Scientists have found a cure for the infection, and now we can push out. Make your way to the overrun factory to the south. Special conditions: Cure is now available Enemies are infinate Level 6: Clean out the factory No special conditions Level 7: The factory is back an running, providing a non stop supply of ammo, and noise. Special conditions Lots of ammo Level 8: The factory is now secure, and from this place new radio channels are being picked up, apparantly Haven isn't the only human place left! Special conditions: Must make it to the designated area Enemies are infinate Level 9: A small, barricaded, village is found, within it around twenty people. As you creep inside, you hear a strange laugh from behind Special Conditions: Alot of NPC help First time you see a trickster Level 10: The North of the Village is being attacked violently by around 40 Brawlers. You must hold it! Special conditions: Alot of NPC help only 50 enemies Level 11: You defended it well, yet the damage is too great. You must escort the villagers back to Haven. Special Conditions: NPC's must not all die Enemies are infinate Level 12: You are commended for your work and put on a high priority assignment, Island Eyhavnoklu. Special Conditions Limited Ammo Limited NPC's No obvious defences Level 13: You find an abandoned military bunker, with some ammo inside As you enter, you notice a flicker to your left, and before you can turn a Army Mercernary is dragged off screaming. Special Conditions: First time a Zipper is seen Ammo is moderate Defences: Substantial Level 14: You leave the fort and head to the factory ahead. Special conditions: Ammo Moderate Few NPC's Must make it there alive. Level 15: This is the final mission, and thus is rarely seen or won. You have reached the factory, and killed all workers inside. Detonators are planted all over, but suddenly a massive screech is heard off to the north. You look out over there to see a sight you think you will never forget. Around 100 Brawlers Sprinting towards you, followed by atleast 50 zippers and 200 grippers. You can't see them, but you can hear the spine tingling laugh of Tricksters. And underneath all this noise, the low rumble of what must be 5000 zombies. Special conditions: No cures Low Ammo All NPC's with you left are all extremely awesome Over 5000 Monsters. Defences are extremely well done, but you doubt they will survive 100 brawlers. */ /* A chatling about: Free Mode Free Mode will have some huge customisation features, and yes, I'm going to list them. :B Map: Selectable from all maps in game. Might make map maker Difficulty: Beginner, Moderate, Hard, Extreme Player Zombies Yes, No Terrain Destruction On, Off, Real Gametype: Escort (like mission 11) Options: How many NPC's Minimum amount to surcice Guns allowed Survival (like mission 12) Options: NPC's on/off Number of total Enemies Number of Grippers/Zombies/Brawlers/Tricksters/Zippers Guns allowed Defence (like mission 15) Options: NPC's on/off Number of Grippers/Zombies/Brawlers/Tricksters/Zippers Guns allowed Amount of time they must survive */