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zombies_reborn's Issues

New blocks

Traditional zombie fortress typically had some form of gold tier blocks that are stronger than stone. Perhaps i can add some new tiles..

Refilling underground

All maps would have a deeper map, but past a certain depth the map becomes specifically 'underground'. This underground part of the map would refill, collapse, change over time in game- similiar to the generations mod. The underground would also be not be visible on the minimap, so exploring is required. procedurally generated structures would appear. generated structures could be premade, however i am more inclined to use parts of player's previous fortresses as structures that would generate underground. Player's structures can be collected and saved using config files so this is 100% doable. the system to save players fortresses from previous maps would be automatic and would not use admin interaction.

To keep people from abusing the underground to stay safe from everything, the underground would need to become uninhabitable. Since the underground would be constantly refilling and collapsing, all efforts of building long lasting 'colonies' underground would be snuffed out. Additionally, there is ideas of new zombies that appear only in the underground and stay in the underground. For example, the skelepede could be repurposed.

New minable ores would generate. Coal, Iron, maybe Copper. There could also be gems. There would be treasure chests and all sorts of loot to collect.

No win condition

Instead of winning on day 15, there would have no win condition and the goal of the mod would be to survive as long as possible. The zombie spawning algorithm would be toned down and modified.
When a game ends, a list of statistics would show for that particular game. Things like Total Zombies killed, Total deaths. It could also show the best players for certain attributes, such as Player with most kills, Longest surviving player, Best builder, etc.

Certain zombies drop hearts

Its a bit too difficult to heal as of the moment. It would be wise if stronger zombies (zombie knights, maybe wraith) gave a heart on death as a reward for killing them.

New classes

Polearm/Halberdier
Mace
Great Hammer
Flailman

idk. cant think of any more. will add more later

Reworked trader

Instead of a basic shop, selling items would be more like a pawn-shop in that the trader would give you a price for any item you have. All kag items would be given a basic price multiplied by its quantity.

Weather

A mostly aesthetic idea from goldenguy. Fog, wind, lightning, snow and rain for example.
The idea could be pursued even further, going as far as adding in seasons to accommodate the types of weather.

New zombies/bosses

The Bloat: A slow, big, crawling mass that creates a massive explosion. Its basically an upgraded wraith but way scarier. Would probably be a standalone boss/calamity (more like a disaster)

Skeleton Conglomerate: Skeletons that are fused together to create a multi-legged spider-like creature. I have some sprites already made from sinecura. This one would be interesting.

Thrower: A bigger zombie that throws smaller zombies at the fortress/players. Might make it so the throws are powerful enough to damage walls lol.

Zombie merchant: trader that gives stuff in return for dead bodies or meat. what a silly guy.

Infester: Boss zombie that converts players into zombies when it grabs them. Yikes.

Spiderling: A skull with 8 legs attached. Can climb everywhere. Not super dangerous

Eater: Grabs and converges nearby zombies and poops them out in to stronger ones. (2 zombies = 1 zombie knight, etc)

Gas Bag: A zombie that releases gasses (there could be variants of this zomb with different types of gas)

Dark Wraith: upgraded wraith that has a stronger explosion + can use pathing AI to get to players.

Food heals by percentage rather than set value

It is possible to heal more hearts by switching to an archer, then eating food and switching back to whatever class you were before.
If food healed by percentage (e.g 50% of your blob's health) rather than a set amount of hearts it would be better.

Migrants/NPCs

Other zombie mods also have some form of this mechanic, with 'migrants'. There is a good amount of ideas that migrants could be used for in zombies reborn. Ideas like resource collection and defense come to mind. In classic zombies, migrants were used as a way for players to respawn. In base kag, migrants are used to make factories function.

Hand held tools

This refers to items that are held by the player in order to be used. Any class can use them. They would work somewhat like guns from TC.

Scythe: Tool that can be used to quickly swipe grain plants. Anyone using the tool will auto-pickup grain. Could also be used as a melee weapon (though probably weak).

Crossbow: Just a bow except that it can be left on the ground pre-loaded.

Musket: Slow reloading firearm.

Blunderbuss: Slow reloading shotgun.

Improved coin collection

Currently, the way for players to get coins from zombies is by killing the zombies- and then going to their death position to pick up the coins. This causes the majority of coins to get unused as the horde is usually too dangerous to get close to. A solution would be to give a certain percent of the coins immediately to the player whoever killed the zombie (sort of how CTF does coins).

Give wraiths pathing AI

Wraiths are the only enemy that knows where the player is at all times. Despite this, wraiths are stupid and can't move around obstacles to get to their target, so they end up stuck on a one block step or something else.

New vehicles

Light ballista
Tank
Cannon

idk, cant think of anything else that would be useful

Difficulty scaling

Some players have more skill issue than others. Perhaps game difficulty could be implemented so weaker players can play easier.
Easy, Normal, Hard, Insane etc.
This is assumed for singleplayer mainly, however server hosters could choose which difficulty to use for their players by accessing the zombie vars config.
Things like damage, tile damage, health, spawn rate of zombies could be edited for each difficulty.

random ideas

Add a flight path to merchants on the remote. So that they arrive from the left or right of the event horizon, and not from outer space perpendicular down / up.

Trophies. After the death of monsters, a trophy drops out with a small chance. The trophies may disappear after a while. After picking up a trophy, it can be sold at a good price from a merchant:
Zombie Knight: Old Sword 25 coins
Greg: Heart of Stone 25 coins
Wraith, skeleton: Skull 20 coins

Enable zombies to pick up money.

Add a merchant on a donkey. Comes on foot to the player's castle.

Enable the zombie knight to throw bombs back at the player if they fall next to him.

Enable Greg to pick up keg. It'll be fun.

Add regeneration to undisturbed blocks of earth.

Add vanilla tunnel.

To make it possible to use corpses as a combat projectile for a catapult, similar in effect to a stone boulder.

Add a bonfire. It illuminates well and you can fry meat or fish on it.

Lamp unit, requires a lamp. A very useful block. During the night, nothing is visible and it is necessary to illuminate the surroundings. To do this, I suggest adding a block that is conveniently located somewhere static.

A fire grenade. The return of the second vanilla bomb. Instead of an explosion, everything around is set on fire.

A crawling zombie. If you knock down a weak zombie, it could start crawling. Of course, after receiving a little damage, he immediately died.

Stone rubble. A block from the classic KAG. It is found in ruins or appears after a collapsed tower. Upon contact, it is destroyed.

Statue of Greg. A decorative element that could be used as an addition to the ruins. You can add a revival function, when a wave of zombies begins, the statue wakes up.

Grid block, requires a stone. A block that cannot be passed through, but you can shoot or throw objects through it. It could be used as an addition to the ruins.

Add migrants. Take a tax on their earned money. After death, the player could be reborn in their place. Use them to protect the castle, giving the opportunity to choose the right class and order to patrol the territory. To order to perform simple actions: to dig a stone, a tree, to produce food by growing harvest.

Add various potions with temporary effect. During the action of the potion, the player emits particles, and also next to his health there is an icon of the effect and the duration of the action. Basically, they make modifications by increasing the standard characteristics.
New items:

  1. Medicinal ointment 155 coins. Restores 3 hp for some time. If you take damage, the effect of the treatment will be canceled.
  2. Health potion 385 coins. The magical properties of this potion will make you fresher! Within 5 minutes, gives + 1 health point.
  3. Power potion 325 coins. Your punches will be overflowing with power! For 3 minutes, gives +1 damage.
  4. Speed potion 275 coins. The energy of this drink helps to cheer up! For 2 minutes, gives +25% to the attack speed and movement.

Add an analogy to gold - crystals. Thanks to crystals, buy rare items or create new ones.

Add weather effects. Rain, thunderstorm, morning fog, bright night, strong wind. During a thunderstorm, lightning could randomly fall on the map, illuminating the entire map and setting fire to the block. A strong wind could slowly push aside all objects.

New buildings

Unused Base-kag buildings: Quarters, barracks, hall
Not sure how to really implement these. The quarters was removed intentionally and replaced with the food-based system.

The barracks could potentially be used as a place to change migrants into different classes. Obviously its main use would be to allow the player to change into any class (this could be useful if there was more than three classes in the mod).

The hall is a big building and I don't have much ideas for it. perhaps it could be used as a building to manage migrants professions and activities. (this would require a massive overhaul for migrant's mechanics tho)

Library:
A building to unlock new technologies. It would utilize the tech tree from THH but with new unique items/upgrades. Unlocking tech would take lots of time (and might cost something idk). At least one migrant would be necessary to start researching, but putting more at the library would speed up the researching. This idea is difficult to implement since lots of new items would need to be added.

Apothecary:
A potion brewery building where the player can make potions using various ingredients. It would use the same type of code as the kitchen, so potions would take some time to brew.

Forge/blacksmith:
Smelt ores with forge into ingots
Then use the blacksmith to use the ingots in making weaponry, armor.
This idea would probably open up a huge world of new items, it would require too much time

will think of more

New maps

If anyone is up to make some maps for the mod that would be cool. Regardless, I will be making some additional maps in the future. Creativity is encouraged!

Re-usable food

Say that you are missing half a heart, if you ate bread it would heal you completely however the extra heart the bread could have healed you for was destroyed with no actual gain.
For food to be more useful, it would be wise to make it so food is only killed until all of its healing potential is used

Saving

Since zombies reborn is a long long mod to play (spanning hours). A way to save and exit a game and then return later would be very great for singleplayer users.
Although theoretically possible, it would be difficult to implement- this is because the mod would need to save information like:
day time, day count, all blobs on the map, inventories, players, blob health and likely other stuff.
Ill be honest and say this will likely never be implemented unless there was significant demand, but it will stay here as an idea.

Additional modded items

Some unique items that would be either made, traded or looted.

Chainsaw
Potions: items that give status effects for so many seconds/minutes

  • Invisibility/Camouflage - Zombies wont target you
  • Might - Player deal additional damage
  • Regeneration - Player gains health every so often

Mega keg (high explosive keg)
Molotov

cant think of anything else rn, will add more

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