Sign on Options
Theme: [Light Selected] To Dark»
ForumsSurvival Horror Games Discussion Forum › Great Idea for a survival game.

Greetings Genre fans! You have entered a GameSpot game board dedicated to a specific genre.

- Follow the Terms of Use
- Conceal all plot spoilers or label discussion with spoiler alert.
- Discussions with the intent to disrupt the experience of the board will be considered a forum invasion.

Great Idea for a survival game.

Forum Actions
  • Level 7
    Sectoid
    Posts: 26
    Jun 26, 2012 5:37 am GMT

    Imagine being trapped on an island full of zombies aliens mutants and all other crazy stuff thanks to the efforts of an evil coporation. You must stop their insane leader by fighting through the island and killing the leader who has become to dangerous. Features horde modes challenge modes and arcade modes and of course an online multiplayer which can be used in arcade mode and horde mode. And just for the retro side of things a splitscreen mulitplayer co-op story.

    The game idea is not really original but still the game would be really fun. I based these ideas on the inspiration of The Timesplitters Series.

    Imagine being trapped on an island full of zombies aliens mutants and all other crazy stuff thanks to the efforts of an evil coporation. You must stop their insane leader by fighting through the island and killing the leader who has become to dangerous. Features horde modes challenge modes and arcade modes and of course an online multiplayer which can be used in arcade mode and horde mode. And just for the retro side of things a splitscreen mulitplayer co-op story.

    The game idea is not really original but still the game would be really fun. I based these ideas on the inspiration of The Timesplitters Series.

  • Level 25
    Defias Brotherhood
    Posts: 409
    User is Online
    Jun 26, 2012 9:15 am GMT

    I also had a really good idea (atleast I think it is good). You control a regular guy/girl that decides to go for a walk, and hikes up a nearby mountain (at night). At the top of the mountain the protagonist enjoys the view of the ocean around him, and while he/she is here something happens down in the neighbourhood (this part of the story; the main plot I haven't figured out yet). Suddenly all the lights down below (in the neighbourhood) are killed and everything is total darkness. Shocked and lightly stunned, the protagonist ventures down the steep mountainside and slowly emerges back to the "civilization" to discover that the people are transformed into some kind of zombies/undead/creatures.

    The protagonist would be a regular guy/girl with regular attributes ; no super-powers,no firearm-training or powerful traits at all. The damage-system would be heavily skeleton-based (skeleton-based + health-system), thus giving each important bone (forearm, shin, skull, spine etc) a health-system. If you decide to run down the mountain-side, you can, but your legs and feet and back will take damage, and if you trip and fall, you would possible break some limbs. The game will not end when your character breaks something, but that part will go "ragdoll", so if you break a leg, you can't use it until it has been mended. The feet should also be "ragdoll"-like giving the terrain a major importance (protagonist can "thread wrongly", sprain foot or pull a cramp). The health of the limbs will be recoverable over time or by applying ointment or other aids to the limb.

    The game would rely heavily on survival, discovering what has happened, and possibly meeting others that were not "infected(?)". Combat and fighting would also be important, but for the most cases, escaping or fleeing would be best. The actual fighting-mechanics would be basic third-person shooter cover-based mechanics (when it comes to firearms) and melee-fighting being punishing and brutal (one-hit kills a total possibility- sword-slashes would most likely destroy an arm or leg). The character would be equipped with a music-playing device that plays some music, but early in the game gets depleted of power, and will go static when near any enemies (idea taken from Silent Hill). The game would be huge and would be punishingly hard when it comes to difficulty.

    Sorry, it wasn't my idea to "high-jack" your thread. Your game sounds a little like "Dead Island". Is this were you got some of the ideas?

    Edited on Jun 26, 2012 9:16 am GMT

    I also had a really good idea (atleast I think it is good). You control a regular guy/girl that decides to go for a walk, and hikes up a nearby mountain (at night). At the top of the mountain the protagonist enjoys the view of the ocean around him, and while he/she is here something happens down in the neighbourhood (this part of the story; the main plot I haven't figured out yet). Suddenly all the lights down below (in the neighbourhood) are killed and everything is total darkness. Shocked and lightly stunned, the protagonist ventures down the steep mountainside and slowly emerges back to the "civilization" to discover that the people are transformed into some kind of zombies/undead/creatures.

    The protagonist would be a regular guy/girl with regular attributes ; no super-powers,no firearm-training or powerful traits at all. The damage-system would be heavily skeleton-based (skeleton-based + health-system), thus giving each important bone (forearm, shin, skull, spine etc) a health-system. If you decide to run down the mountain-side, you can, but your legs and feet and back will take damage, and if you trip and fall, you would possible break some limbs. The game will not end when your character breaks something, but that part will go "ragdoll", so if you break a leg, you can't use it until it has been mended. The feet should also be "ragdoll"-like giving the terrain a major importance (protagonist can "thread wrongly", sprain foot or pull a cramp). The health of the limbs will be recoverable over time or by applying ointment or other aids to the limb.

    The game would rely heavily on survival, discovering what has happened, and possibly meeting others that were not "infected(?)". Combat and fighting would also be important, but for the most cases, escaping or fleeing would be best. The actual fighting-mechanics would be basic third-person shooter cover-based mechanics (when it comes to firearms) and melee-fighting being punishing and brutal (one-hit kills a total possibility- sword-slashes would most likely destroy an arm or leg). The character would be equipped with a music-playing device that plays some music, but early in the game gets depleted of power, and will go static when near any enemies (idea taken from Silent Hill). The game would be huge and would be punishingly hard when it comes to difficulty.

    Sorry, it wasn't my idea to "high-jack" your thread. Your game sounds a little like "Dead Island". Is this were you got some of the ideas?

  • Level 28
    Bionic Commando
    Posts: 891
    Jun 26, 2012 10:39 am GMT

    I'd prefer a more Lost in Blue type of thing than another zombie survival game but I'd guess that I'm in the minority

    I'd prefer a more Lost in Blue type of thing than another zombie survival game but I'd guess that I'm in the minority

  • Level 18
    Flicky
    Posts: 40
    Jun 26, 2012 7:38 pm GMT
    Agreed. Minimalistic combat is the way to go. That's the best way to generate fear in the player.
    Better even if the possibility of combat is completely removed, and the player is forced to run and hide, kind of like Amnesia, which is to date the scariest game i've ever played.
    Agreed. Minimalistic combat is the way to go. That's the best way to generate fear in the player. Better even if the possibility of combat is completely removed, and the player is forced to run and hide, kind of like Amnesia, which is to date the scariest game i've ever played.
  • Level 25
    Defias Brotherhood
    Posts: 1052
    User is Online
    Jun 27, 2012 1:59 pm GMT
    _Judas_ wrote:

    I also had a really good idea (atleast I think it is good). You control a regular guy/girl that decides to go for a walk, and hikes up a nearby mountain (at night). At the top of the mountain the protagonist enjoys the view of the ocean around him, and while he/she is here something happens down in the neighbourhood (this part of the story; the main plot I haven't figured out yet). Suddenly all the lights down below (in the neighbourhood) are killed and everything is total darkness. Shocked and lightly stunned, the protagonist ventures down the steep mountainside and slowly emerges back to the "civilization" to discover that the people are transformed into some kind of zombies/undead/creatures.

    The protagonist would be a regular guy/girl with regular attributes ; no super-powers,no firearm-training or powerful traits at all. The damage-system would be heavily skeleton-based (skeleton-based + health-system), thus giving each important bone (forearm, shin, skull, spine etc) a health-system. If you decide to run down the mountain-side, you can, but your legs and feet and back will take damage, and if you trip and fall, you would possible break some limbs. The game will not end when your character breaks something, but that part will go "ragdoll", so if you break a leg, you can't use it until it has been mended. The feet should also be "ragdoll"-like giving the terrain a major importance (protagonist can "thread wrongly", sprain foot or pull a cramp). The health of the limbs will be recoverable over time or by applying ointment or other aids to the limb.

    The game would rely heavily on survival, discovering what has happened, and possibly meeting others that were not "infected(?)". Combat and fighting would also be important, but for the most cases, escaping or fleeing would be best. The actual fighting-mechanics would be basic third-person shooter cover-based mechanics (when it comes to firearms) and melee-fighting being punishing and brutal (one-hit kills a total possibility- sword-slashes would most likely destroy an arm or leg). The character would be equipped with a music-playing device that plays some music, but early in the game gets depleted of power, and will go static when near any enemies (idea taken from Silent Hill). The game would be huge and would be punishingly hard when it comes to difficulty.

    Sorry, it wasn't my idea to "high-jack" your thread. Your game sounds a little like "Dead Island". Is this were you got some of the ideas?



    this is actually a very good idea, although the skeletal based injury would make the game unrealistic, but who looks for realism in a game filled with monsters anyway
    [QUOTE="_Judas_"]

    I also had a really good idea (atleast I think it is good). You control a regular guy/girl that decides to go for a walk, and hikes up a nearby mountain (at night). At the top of the mountain the protagonist enjoys the view of the ocean around him, and while he/she is here something happens down in the neighbourhood (this part of the story; the main plot I haven't figured out yet). Suddenly all the lights down below (in the neighbourhood) are killed and everything is total darkness. Shocked and lightly stunned, the protagonist ventures down the steep mountainside and slowly emerges back to the "civilization" to discover that the people are transformed into some kind of zombies/undead/creatures.

    The protagonist would be a regular guy/girl with regular attributes ; no super-powers,no firearm-training or powerful traits at all. The damage-system would be heavily skeleton-based (skeleton-based + health-system), thus giving each important bone (forearm, shin, skull, spine etc) a health-system. If you decide to run down the mountain-side, you can, but your legs and feet and back will take damage, and if you trip and fall, you would possible break some limbs. The game will not end when your character breaks something, but that part will go "ragdoll", so if you break a leg, you can't use it until it has been mended. The feet should also be "ragdoll"-like giving the terrain a major importance (protagonist can "thread wrongly", sprain foot or pull a cramp). The health of the limbs will be recoverable over time or by applying ointment or other aids to the limb.

    The game would rely heavily on survival, discovering what has happened, and possibly meeting others that were not "infected(?)". Combat and fighting would also be important, but for the most cases, escaping or fleeing would be best. The actual fighting-mechanics would be basic third-person shooter cover-based mechanics (when it comes to firearms) and melee-fighting being punishing and brutal (one-hit kills a total possibility- sword-slashes would most likely destroy an arm or leg). The character would be equipped with a music-playing device that plays some music, but early in the game gets depleted of power, and will go static when near any enemies (idea taken from Silent Hill). The game would be huge and would be punishingly hard when it comes to difficulty.

    Sorry, it wasn't my idea to "high-jack" your thread. Your game sounds a little like "Dead Island". Is this were you got some of the ideas?

    [/QUOTE] this is actually a very good idea, although the skeletal based injury would make the game unrealistic, but who looks for realism in a game filled with monsters anyway :D
  • Level 25
    Defias Brotherhood
    Posts: 1052
    User is Online
    Jun 27, 2012 2:02 pm GMT
    firekatana2216 wrote:

    Imagine being trapped on an island full of zombies aliens mutants and all other crazy stuff thanks to the efforts of an evil coporation. You must stop their insane leader by fighting through the island and killing the leader who has become to dangerous. Features horde modes challenge modes and arcade modes and of course an online multiplayer which can be used in arcade mode and horde mode. And just for the retro side of things a splitscreen mulitplayer co-op story.

    The game idea is not really original but still the game would be really fun. I based these ideas on the inspiration of The Timesplitters Series.



    I don't know RE owns the "Evil corporation" theme so it would be more interesting if doctors were making a cure for a disease and it turned people into what ever monster haunts your game, and soon the first monster infects the other, weaker, monsters and so on.
    [QUOTE="firekatana2216"]

    Imagine being trapped on an island full of zombies aliens mutants and all other crazy stuff thanks to the efforts of an evil coporation. You must stop their insane leader by fighting through the island and killing the leader who has become to dangerous. Features horde modes challenge modes and arcade modes and of course an online multiplayer which can be used in arcade mode and horde mode. And just for the retro side of things a splitscreen mulitplayer co-op story.

    The game idea is not really original but still the game would be really fun. I based these ideas on the inspiration of The Timesplitters Series.

    [/QUOTE] I don't know RE owns the "Evil corporation" theme so it would be more interesting if doctors were making a cure for a disease and it turned people into what ever monster haunts your game, and soon the first monster infects the other, weaker, monsters and so on.
  • Level 41
    Thunder Force
    Posts: 2246
    Jul 1, 2012 10:51 pm GMT
    Icepick_Trotter wrote:
    Agreed. Minimalistic combat is the way to go. That's the best way to generate fear in the player.
    Better even if the possibility of combat is completely removed, and the player is forced to run and hide, kind of like Amnesia, which is to date the scariest game i've ever played.


    That is probably why Forbidden Siren is very creepy game. Due to the fact that you cannot kill your enemies makes the game that much scarier.

    Casual gamer. No more, no less.
    -- Track me --

    [QUOTE="Icepick_Trotter"]Agreed. Minimalistic combat is the way to go. That's the best way to generate fear in the player. Better even if the possibility of combat is completely removed, and the player is forced to run and hide, kind of like Amnesia, which is to date the scariest game i've ever played.[/QUOTE] That is probably why Forbidden Siren is very creepy game. Due to the fact that you cannot kill your enemies makes the game that much scarier.
  • Level 18
    Flicky
    Posts: 40
    Jul 2, 2012 10:15 am GMT
    --T-Virus-- wrote:
    Icepick_Trotter wrote:
    Agreed. Minimalistic combat is the way to go. That's the best way to generate fear in the player.
    Better even if the possibility of combat is completely removed, and the player is forced to run and hide, kind of like Amnesia, which is to date the scariest game i've ever played.


    That is probably why Forbidden Siren is very creepy game. Due to the fact that you cannot kill your enemies makes the game that much scarier.


    Several people recommended me that game. Seems like i'll have to track down a copy.

    [On Topic] - A tip straight from the Amnesia guys: whatever monster there is in the game has to be seen as little as possible. The less you see it, the more you fill in the blanks with your own imagination and that's where most of the fear comes from.

    Maybe the ideal horror game would be one with no monster at all? And instead use noises and vague shapes or shadows to imply the presence of one?

    That ought to be stressful as hell.
    [QUOTE="--T-Virus--"][QUOTE="Icepick_Trotter"]Agreed. Minimalistic combat is the way to go. That's the best way to generate fear in the player. Better even if the possibility of combat is completely removed, and the player is forced to run and hide, kind of like Amnesia, which is to date the scariest game i've ever played.[/QUOTE] That is probably why Forbidden Siren is very creepy game. Due to the fact that you cannot kill your enemies makes the game that much scarier.[/QUOTE] Several people recommended me that game. Seems like i'll have to track down a copy. [On Topic] - A tip straight from the Amnesia guys: whatever monster there is in the game has to be seen as little as possible. The less you see it, the more you fill in the blanks with your own imagination and that's where most of the fear comes from. Maybe the ideal horror game would be one with no monster at all? And instead use noises and vague shapes or shadows to imply the presence of one? That ought to be stressful as hell.
  • Level 41
    Thunder Force
    Posts: 2246
    Jul 2, 2012 10:52 pm GMT
    Icepick_Trotter wrote:
    --T-Virus-- wrote:
    Icepick_Trotter wrote:
    Agreed. Minimalistic combat is the way to go. That's the best way to generate fear in the player.
    Better even if the possibility of combat is completely removed, and the player is forced to run and hide, kind of like Amnesia, which is to date the scariest game i've ever played.


    That is probably why Forbidden Siren is very creepy game. Due to the fact that you cannot kill your enemies makes the game that much scarier.


    Several people recommended me that game. Seems like i'll have to track down a copy.

    [On Topic] - A tip straight from the Amnesia guys: whatever monster there is in the game has to be seen as little as possible. The less you see it, the more you fill in the blanks with your own imagination and that's where most of the fear comes from.

    Maybe the ideal horror game would be one with no monster at all? And instead use noises and vague shapes or shadows to imply the presence of one?

    That ought to be stressful as hell.


    Yes!! This is a great idea for a horror game. Kind of reminds me movie "Signs". Although they should have never shown the alien (and they did in the last 10 minutes of the movie). Also I think that just noises and shadows would not be enough. Thing is - gamer will understand that there is no chance he can get hurt (creepy shadows never hurt anyone). Dontcha agree?

    Casual gamer. No more, no less.
    -- Track me --

    [QUOTE="Icepick_Trotter"][QUOTE="--T-Virus--"][QUOTE="Icepick_Trotter"]Agreed. Minimalistic combat is the way to go. That's the best way to generate fear in the player. Better even if the possibility of combat is completely removed, and the player is forced to run and hide, kind of like Amnesia, which is to date the scariest game i've ever played.[/QUOTE] That is probably why Forbidden Siren is very creepy game. Due to the fact that you cannot kill your enemies makes the game that much scarier.[/QUOTE] Several people recommended me that game. Seems like i'll have to track down a copy. [On Topic] - A tip straight from the Amnesia guys: whatever monster there is in the game has to be seen as little as possible. The less you see it, the more you fill in the blanks with your own imagination and that's where most of the fear comes from. Maybe the ideal horror game would be one with no monster at all? And instead use noises and vague shapes or shadows to imply the presence of one? That ought to be stressful as hell.[/QUOTE] Yes!! This is a great idea for a horror game. Kind of reminds me movie "Signs". Although they should have never shown the alien (and they did in the last 10 minutes of the movie). Also I think that just noises and shadows would not be enough. Thing is - gamer will understand that there is no chance he can get hurt (creepy shadows never hurt anyone). Dontcha agree?
  • Level 25
    Defias Brotherhood
    Posts: 409
    User is Online
    Jul 3, 2012 7:22 am GMT
    Yes, I agree. But.... the player will,sometime during the game, have to have a run-in with the monster. I do agree that the unseen, the unknown, is a thing that 'man' fear most. This reaction can be achieved by using scary scenery, sounds from the darkness and uncontrolable actions. This amounts to a huge hype towards the unseen -what is this force that is punishing our protagonist? Great expectations - wow, I wonder what is making those sounds?! Must be something gruesome!! This is why the novel is such a powerful and enjoyable medium - you can create your very own beast! I bet many times people have been dissapointed by varies enemies, bosses, beasts and creatures that didn't live up to the expectations. I do believe in this, yes, and I was going to implement this into my 'game' (idea). but I didn't want to write a TOO LONG idea-preview. As the protagonist comes closer to, let's call it civilization, he would notice a 'presence' around. This would be visualized by eyes in the darkness, sounds of footsteps, and the sound of clumsiness (things falling over, bumping-sounds and the like). Also, art and visualization would be 'KEY', like the first 'zombie'-encounter would be an epic scene. The reason I decided to use zombies, is because I am a big fan of the Romero-zombie, and wanted to implement somekind of standard enemy to fight with. Well, I don't want to write too long about this... it is just an idea. If someone wants more information feel free to tell me.
    Yes, I agree. But.... the player will,sometime during the game, have to have a run-in with the monster. I do agree that the unseen, the unknown, is a thing that 'man' fear most. This reaction can be achieved by using scary scenery, sounds from the darkness and uncontrolable actions. This amounts to a huge hype towards the unseen -what is this force that is punishing our protagonist? Great expectations - wow, I wonder what is making those sounds?! Must be something gruesome!! This is why the novel is such a powerful and enjoyable medium - you can create your very own beast! I bet many times people have been dissapointed by varies enemies, bosses, beasts and creatures that didn't live up to the expectations. I do believe in this, yes, and I was going to implement this into my 'game' (idea). but I didn't want to write a TOO LONG idea-preview. As the protagonist comes closer to, let's call it civilization, he would notice a 'presence' around. This would be visualized by eyes in the darkness, sounds of footsteps, and the sound of clumsiness (things falling over, bumping-sounds and the like). Also, art and visualization would be 'KEY', like the first 'zombie'-encounter would be an epic scene. The reason I decided to use zombies, is because I am a big fan of the Romero-zombie, and wanted to implement somekind of standard enemy to fight with. Well, I don't want to write too long about this... it is just an idea. If someone wants more information feel free to tell me.
  • Level 25
    Defias Brotherhood
    Posts: 409
    User is Online
    Jul 3, 2012 7:22 am GMT

    Yes, I agree. But.... the player will,sometime during the game, have to have a run-in with the monster. I do agree that the unseen, the unknown, is a thing that 'man' fear most. This reaction can be achieved by using scary scenery, sounds from the darkness and uncontrolable actions. This amounts to a huge hype towards the unseen -what is this force that is punishing our protagonist? Great expectations - wow, I wonder what is making those sounds?! Must be something gruesome!! This is why the novel is such a powerful and enjoyable medium - you can create your very own beast! I bet many times people have been dissapointed by varies enemies, bosses, beasts and creatures that didn't live up to the expectations.

    I do believe in this, yes, and I was going to implement this into my 'game' (idea). but I didn't want to write a TOO LONG idea-preview. As the protagonist comes closer to, let's call it civilization, he would notice a 'presence' around. This would be visualized by eyes in the darkness, sounds of footsteps, and the sound of clumsiness (things falling over, bumping-sounds and the like).

    Also, art and visualization would be 'KEY', like the first 'zombie'-encounter would be an epic scene. The reason I decided to use zombies, is because I am a big fan of the Romero-zombie, and wanted to implement somekind of standard enemy to fight with. Well, I don't want to write too long about this... it is just an idea. If someone wants more information feel free to tell me.

    Edited on Jul 3, 2012 7:24 am GMT

    Yes, I agree. But.... the player will,sometime during the game, have to have a run-in with the monster. I do agree that the unseen, the unknown, is a thing that 'man' fear most. This reaction can be achieved by using scary scenery, sounds from the darkness and uncontrolable actions. This amounts to a huge hype towards the unseen -what is this force that is punishing our protagonist? Great expectations - wow, I wonder what is making those sounds?! Must be something gruesome!! This is why the novel is such a powerful and enjoyable medium - you can create your very own beast! I bet many times people have been dissapointed by varies enemies, bosses, beasts and creatures that didn't live up to the expectations.

    I do believe in this, yes, and I was going to implement this into my 'game' (idea). but I didn't want to write a TOO LONG idea-preview. As the protagonist comes closer to, let's call it civilization, he would notice a 'presence' around. This would be visualized by eyes in the darkness, sounds of footsteps, and the sound of clumsiness (things falling over, bumping-sounds and the like).

    Also, art and visualization would be 'KEY', like the first 'zombie'-encounter would be an epic scene. The reason I decided to use zombies, is because I am a big fan of the Romero-zombie, and wanted to implement somekind of standard enemy to fight with. Well, I don't want to write too long about this... it is just an idea. If someone wants more information feel free to tell me.

Forum Actions
ForumsSurvival Horror Games Discussion Forum › Great Idea for a survival game.