It's been a while since I've really built something, and my style of work is to work on projects (in case you haven't noticed.) Backup Plan is something I've been sitting on, and planning for a while, and while it's zombie survival themed, it is extremely different from all my other projects. Why is this? It's main mechanic won't be roleplaying. Instead, with this project, I'll be taking ideas from every other project, and putting it into one. While there won't be a very big roleplaying mechanic, there will still be a story. In fact, Backup Plan is a singleplayer campaign gamemode.
I'm planning for it to take a lot of inspiration from my other projects, and this might quite possibly be the last thing I work on. For those wondering what this will actually be, read on...
What is this?
Is it a multiplayer server?
A singleplayer campaign?
A roleplay?
Well, the answer is pretty simple:
All of the above.
For those of you who are familiar with the recent Bluzone server, you'll recall the key quest. This sent players across the map, searching for keys to unlock weapons and items while along the way unveiling a dark underlying sub-story, and the history of the shady underground labs and Mutalid lore. This was a really awesome idea, and one that I probably should have developed it more. In fact, it was back then I considered a project like this. At this current point in time, I'm not sure what the story will be; I only know how to pan out the campaign.
But, how could this incorporate a multiplayer experience?This will be set in an open world, similar to the Bluzone. Players can do whatever they really feel like doing, and atop this, there will be a money system. How will this work? Well, you can complete quests and missions, you can hunt monsters or you can explore, finding secrets and stashes. What purpose does money serve? Nothing too important, but nonetheless, something helpful. With money, you can buy exclusive equipment and items, you can buy hints and 'rumors', and things to make your experience fleshed out and more enjoyable. Will you drop money on death? No. I do not want to create a very big incentive for player deathmatching. You can, however, still drop your items on death; so looting might very well be a possibility. You can co-operate with other players, hunt other players or just play the game very socially.
What about roleplaying?There's nothing stopping you from roleplaying.
Backup Plan will not use RPChat or set name. Instead, there will be a very simplified version of it. Standard Chat, is global talk. Team chat, is local talk. I also plan to incorporate
this radio mod to spice things up. You can roleplay if you want, I'm not going to stop you, but if you choose to you need to understand that there will be other players who will not want to roleplay, and are just there for the gameplay.
To sum it up,This will be a non-linear singleplayer campaign that will also be optimized for multiplayer.
It is, pretty much, an RPG.
There will be a money/shop system.
There will be secrets to explore and monsters to fight.
And room for a bit of roleplaying.
Zombies
What's a zombie server without zombies? Thanks to the new bot system, the infected are not only smarter and cooler, they are different types of them! Among the standard shambles of rotting flesh, you may come across something a little different, something that might require a different approach...
SOLDIER:40% chance of dropping Pistol
Moderate moving speed (0.7)
Often found in groups
COMMANDO:25% chance of dropping Ammo
10% chance of dropping Assault Rifle
Armed with Assault Rifle
Moderate moving speed (0.7)
Often found with Soldiers
SCIENTIST:Exclusive to Labs
10% chance of dropping Pills
LAB GUARD:Exclusive to Labs
5% chance of dropping Blue Key
Slow moving speed (0.5)
Armed with Handcannon
CRAWLER:Found in vents
Fast Movement Speed
Does extra damage (20)
Slightly Smaller (0.8)
Six-Minute respawn
RADIOACTIVE ZOMBIE:Explodes on death
Slow moving speed (0.5)
Planned Features
Item SavingThere will be camps/bases where players can save their inventory.
So, should you go out and get killed you can still recover your items should they be saved.
But, this also means if you get killed with an item before you could save it, you'll have to go get it again.
This is different from past projects where contributors, contests winners and admins could only have item lockers.
Storyline and Open GameplayEver played an Elder Scrolls game before? Or STALKER? Or Far Cry 3?
This is the sort of feel I'm going for, while not quite as big and in-depth, it'll still have everything there.
There'll be lore for those who like reading into things, monsters to hunt and shoot, and missions that have multiple approaches be it run in and shoot things or stealth about your enemies.
The storyline will be completely optional, as well as being able to co-operate with other players.
SafezonesTo help control player killing, there will be safezones where you will not be able to equip items (or at least deal/receive damage).
This is to make the gameplay feel more balanced, and so if you decide to go AFK you don't get hunted down and killed for your items.
more to come...
Currently, I am not looking to collaborate.
If you wish you ask question, please do! I'll be happy to answer them.For now, however, I'll be using this thread as a record of production and to help me stay organised.
MEOW!