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hextr1p
October 24th, 2006, 02:59 PM
I'm putting together a free zombie print-n-play board game based on the 'Zombie Plague' rule set. I've posted a few threads thus far asking for people's help and opinions, and will more than likely post others as I design more of the game.

http://www.heroscapers.com/oldgallery/albums/userpics/10027/normal_House-Map-1.jpg (http://www.heroscapers.com/oldgallery/albums/userpics/10027/House-Map-1.jpg)
Partial view of upcoming house map (click pic for larger size)

This thread will act as a central hub of sorts for these threads so those who have helped thus far, and those who would like to check out what has been posted, can find these threads easily:

• 1d6 combat system discussion (http://heroscapers.com/community/showthread.php?t=3497)
• Weapon card design discussion (http://heroscapers.com/community/showthread.php?t=3552)
• Game piece: Standing paper doors (http://heroscapers.com/community/showthread.php?t=3567)
• Zombie Plague game discussion (http://heroscapers.com/community/showthread.php?t=3335)
• Print-n-Play games discussion (http://heroscapers.com/community/showthread.php?t=3193)

Also, if there are any questions which the above threads do not discuss, feel free to ask them here.

And thanks to everyone who has helped so far!

reapersaurus
October 24th, 2006, 03:07 PM
1st question, when hearing that someone is building a zombie game :

what does it do that Zombies or the other published games do not do? Or what does this new game do better, in your opinion?

hextr1p
October 24th, 2006, 03:29 PM
1st question, when hearing that someone is building a zombie game :

what does it do that Zombies or the other published games do not do? Or what does this new game do better, in your opinion?
Good question. Reminds me of a comment I read on a BGG.com forum where someone stated, "So who HASN'T designed a zombie game?!"

I want to state again that I'm building my rules from the game, 'Zombie Plague'. In my mind, this game is a little TOO simple. While the game is fun, as I played it I just wanted something more.

In the rules for that game, the designers stated a few times that if you didn't like something about the game, change it. They don't care, so long as you gave them credit in some way (which I do plan on doing).

However, as I looked at other zombie games out there, there wasn't one I saw that had all of the gameplay elements I wanted. While these games all had certain mechanics I enjoyed, I was looking for something insanely specific. So I'm pulling ideas I enjoy from other games and combining them in a way that is still simple to play like 'ZP', but with more meat. I'm not at all saying I'm going to change the face of boardgaming with this game. Nor do I plan to attempt to have this game published. I'm just putting together a game that I know I'll enjoy, and trying to do so in a way that others will enjoy as well.

The game I'm putting together is a boardgame and miniatures game combined. The board is static, in that it is not a tile laying game like, 'Doom' or other such dungeon crawlers. However, there is a system of simple game variables which help make the map replayable, while also adding to the suspense and surprises a zombie game should have.

Similiar to other games, there are characters to choose from and keep track of, cards that can be played, weapons and items that can be picked up and used, markers to lay down... but it does all of this in a way that is easy and keeps the game flowing (or at least that is the plan). The kind of game you can explain in 10 minutes, you know?

And did I mention all the components are going to be available to print for free? And if people enjoy the game and want more, I hope to release more stuff to add to the game(maps, cards, characters, etc.).

hextr1p
October 29th, 2006, 09:13 PM
New pic of upcoming house map:

http://www.heroscapers.com/oldgallery/albums/userpics/10027/normal_House-Map-1.jpg (http://www.heroscapers.com/oldgallery/albums/userpics/10027/House-Map-1.jpg)
Partial view of upcoming house map (click pic for larger size)

Still quite a bit to do, but any comments thus far?

LilNewbie
October 29th, 2006, 10:19 PM
Looks awesome! I love the lighting effects and all the small details on the map (the cracks in the sidewalk, etc.)

Newb.

Malechi
October 29th, 2006, 10:20 PM
Very nice look, I like it. You know I recognize that furniture, right? :wink:

netherspirit
October 29th, 2006, 10:22 PM
This looks really awesome, I have been following your threads but haven't really said anything. Everything looks great. I am mostly following your stuff because I'm trying to make a game too. :) Its still in the early stages though, mostly in my head.

Hex_Enduction_Hour
October 29th, 2006, 10:22 PM
Yeah that is beautiful work, H3x. The lightning leaves no doubt the undead are out at night.
Beautiful work.

Looks awesome! I love the lighting effects and all the small details on the map (the cracks in the sidewalk, etc.)

Newb.

Don't forget the creeping vine, closet cobwebs and bathtub water ripples!

Malechi
October 29th, 2006, 10:40 PM
I just noticed how you did the doors as a there/not there image. I really, really like that touch! No big ole blocky squares on the image!

hextr1p
October 30th, 2006, 12:06 AM
Very nice look, I like it. You know I recognize that furniture, right? :wink:
Heh heh... yeah, I openly admit that I could not have done this map without a LOT of aid from the renders at RPGMapshare.com, as well as user art from the Dundjinni.com forums. However, I've asked to use the items, and am going to give a statement of thanks in the rules and, eventually, the website. :)

Its still in the early stages though, mostly in my head.
That is where the rules to my game are, also. That, and in a journal I've been jotting down notes in. But if I were to sit down and explain the rules to someone, I'd easily be able to. I just need to write them out in an organized fashion.

I just noticed how you did the doors as a there/not there image. I really, really like that touch! No big ole blocky squares on the image!
This is the best solution I could come up with to point out the doorways that can be blocked. I tried a more subtle approach, but that solution got lost in the map. But as you pointed out, I didn't want big white blocks all over the map marring the details. I might go back and see if there is something else I can come up with. But not until I finish the rest of the map.

As for the other kind words so far, thanks. I do have a question, though. Are the details in these rooms enough? I'm to a point where I'm starting to ask myself just how much detail is enough, you know? I'm going to add some debris here and there to help make things look a little more abandoned. But as you see this section of the map now, would you be cool playing on it? And even if you would be happy with it, what would you like to see added in terms of detail?

Note that the areas not shown are a master bedroom, the rest of the living room with fireplace, kitchen, garage, driveway with car, and the rest of the outside area. Those all need some more work before I show them off. :)

Again, thanks for the input. It really helps a LOT! :D

Annerios
October 30th, 2006, 01:06 AM
Don't forget the creeping vine, closet cobwebs and bathtub water ripples!


Yeah, great little touches. It has a very atmospheric and creepy look to it.

I do have a question about figure placement. At the bottom of the map there is a chair in front of the desk that is taking up space in two squares. Are both of those squares off limits to figure movement? The other household items were placed carefully to remain within certain borders and not interfere with movement, so that is why I ask.

Malechi
October 30th, 2006, 02:10 AM
I just noticed how you did the doors as a there/not there image. I really, really like that touch! No big ole blocky squares on the image!
This is the best solution I could come up with to point out the doorways that can be blocked. I tried a more subtle approach, but that solution got lost in the map. But as you pointed out, I didn't want big white blocks all over the map marring the details. I might go back and see if there is something else I can come up with. But not until I finish the rest of the map.

As for the other kind words so far, thanks. I do have a question, though. Are the details in these rooms enough? I'm to a point where I'm starting to ask myself just how much detail is enough, you know? I'm going to add some debris here and there to help make things look a little more abandoned. But as you see this section of the map now, would you be cool playing on it? And even if you would be happy with it, what would you like to see added in terms of detail?

The doorways look and work excellently. If I were not trying to stay true to the same art style as the original Zombie Plague board I am creating with HeH (I blame this on you and HeH for bringing ZP to my attention in the first place), I would steal that idea so fast!
:wink:

As for details in the rooms being enough, now there's the kicker. When does detail become clutter? I believe as long as the details are true to the location/emotion you wish to capture they're fine. Give the map a lived in feel and it will become more real to the player. One of the details I added to my map, as I wanted to capture the 70's schlock zombie film feel, was the desks all have rotary phones on them (although I do have computers on the desks as well :roll:)! Along with the color scheme it is pure putrid 70's (see the wallpaper you noticed on the door stand up thread) ... even without the zombies!


I do have a question about figure placement. At the bottom of the map there is a chair in front of the desk that is taking up space in two squares. Are both of those squares off limits to figure movement? The other household items were placed carefully to remain within certain borders and not interfere with movement, so that is why I ask.
One thing I plan to include with HeH and my map is handy dandy usable space key. Basically a miniature version of the map with illegal spaces blocked out - no grey areas. You can either enter a space or not, all spelled out for the players.

hextr1p
October 30th, 2006, 10:50 AM
At the bottom of the map there is a chair in front of the desk that is taking up space in two squares. Are both of those squares off limits to figure movement? The other household items were placed carefully to remain within certain borders and not interfere with movement, so that is why I ask.
That is a good observation. And now that you mention it, I'll move it down a bit so as the chair's space is better defined in one square.

As for details in the rooms being enough, now there's the kicker. When does detail become clutter? I believe as long as the details are true to the location/emotion you wish to capture they're fine.
All very true. I think another factor that prompted me asking the question was the fact that I was working so much on the map this weekend, I overdosed a bit and just wanted it to be done. I just need to step away for so as to come back to it with a fresh outlook. But I do hope to add some rotary phones here n' there when I do. :D

One thing I plan to include with HeH and my map is handy dandy usable space key. Basically a miniature version of the map with illegal spaces blocked out - no grey areas. You can either enter a space or not, all spelled out for the players.
That's not a bad idea. I do plan to add small icons to certain squares to better define what they are and whether or not you can move into them. But as a safety, a 'space key' is a good option.

CupidsArt
October 30th, 2006, 11:05 AM
Is there a scale that you are applying to this? 28mm or other?

I ask because I would love to play the game with minis I already have on hand or will have on hand.

Malechi
October 30th, 2006, 11:18 AM
... I was working so much on the map this weekend, I overdosed a bit and just wanted it to be done. I just need to step away for so as to come back to it with a fresh outlook. But I do hope to add some rotary phones here n' there when I do...

Stepping back is always a good idea, it gives a fresh perspective when you return. I am driving HeH nuts. I told him I was finished with the top level floor of the Map I am creating, so he went out and printed it to playtest. Since then, I believe, I have sent him 3 updated 'alterations' since then while working up the bottom level as new ideas hit me. Being away from it for a while allows you to see anew what does and doesn't work.

As for the rotary phones, go for it! It was such a small, but oh so correct, touch that I had to include them.

hextr1p
October 30th, 2006, 11:54 AM
Is there a scale that you are applying to this? 28mm or other?

I ask because I would love to play the game with minis I already have on hand or will have on hand.
The squares on the map are 1 inch, and represent an area of about 3 feet. So yeah, compatible with 28mm. Also, when everything is finished, I'm going to have a slightly smaller size map available for use with 'ZOMBIES!!!' minis.

As for the rotary phones, go for it! It was such a small, but oh so correct, touch that I had to include them.
Yes, the phones will definitely work. Actually, they're quite necessary, considering an eventual rules expansion requires the player to go to a phone to call the police!

Malechi
October 30th, 2006, 12:03 PM
As for the rotary phones, go for it! It was such a small, but oh so correct, touch that I had to include them.
Yes, the phones will definitely work. Actually, they're quite necessary, considering an eventual rules expansion requires the player to go to a phone to call the police!

"HP phone home ..."

Annerios
October 30th, 2006, 01:08 PM
As for the rotary phones, go for it! It was such a small, but oh so correct, touch that I had to include them.
Yes, the phones will definitely work. Actually, they're quite necessary, considering an eventual rules expansion requires the player to go to a phone to call the police!

"HP phone home ..."

Send...more...paramedics.

LilNewbie
October 30th, 2006, 01:55 PM
As for the rotary phones, go for it! It was such a small, but oh so correct, touch that I had to include them.
Yes, the phones will definitely work. Actually, they're quite necessary, considering an eventual rules expansion requires the player to go to a phone to call the police!

"HP phone home ..."

Send...more...paramedics.

LOL!! Exactly the line that came to mind when H3X mentioned using phones to call the police.

:D

Newb.

hextr1p
October 30th, 2006, 02:47 PM
"HP phone home ..."

Send...more...paramedics.
Heh heh...

The way it's actually going to work is a human player would find the phone card which tells them that the phone lines are back up, and they have an opportunity to call the police. If they choose to go to a phone and call, an NPC enters the game. However, the risk is that the NPC could be infected (player rolls to determine this). If the NPC is infected, the zombie player gets a beefed up zombie cop with a gun. If not infected, the human player gets a wounded cop with a gun to take out some zombies until said cop dies...

... or something like that. :D

hextr1p
November 15th, 2006, 05:46 PM
I'm going to be moving my discussion about this game design to a YaHoo! Group. Not only to help cut down a little on bandwidth being used for something other than HS. But also to have a more focused location.

If anyone is interested in joining this group, feel free to PM me. Know that I'm not asking for a HUGE commitment. Chiming in with an opinion on rules or component design here and there is fine.

So yeah, let me know if you're interested via PM.

Thanks!