Dead Neighbors
A round-bases survival horror where the player must survive until the end of night 11. Dead Neighbors uses a day/night cycle where new enemies only spawn at night and every night new enemies are added to the roster of mutants coming to kill you. With perks, upgrades and enemies meant to exploit some aspect of your life, you will be on your toes all night and day.
Dead Neighbors: Roamero
A purely zombie mode meant to mimic the old school George Romero zombie movies. Zombies will mostly walk slowly but can overpower you with huge numbers. This game is mostly about survival. You'll have a vast array of upgrades, perks and characters to choose from. Instead of new zombies being added every night, zombies will receive mutations that change their behavior. City has been massively expanded and buildings can be explored and looted.
XP is generated passively to avoid forcing players into a particular playstyle, with bonuses for kills, looting and harvesting. Food will be difficult to come by as your main sources will be looting or planting crops.
There will be a wide variety of guns with their own upgrades. Keep in mind that guns are great for killing but will draw more infected to you. Guns will have the following stats: Damage, accuracy, reload speed, firerate, magazine size, reliablity, mobility.
I made a random gun generator a while back but ahven't gotten a chance to really use it...until now. I'd like to impliment it in a way where every playthrough, the game generates new guns for you but mother of god that's a level of coding I've never done before. I mean CAN it be done? Yes, absolutely but holy shit...but that would be so cool...
Dead Neighbors: Roamero will probably be a paid game though as I'm broke as hell and I'd like to make a career out of this at some point.
After these two projects I'll probably get back into writing and take a break from games because making them can be mentally taxing.
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