04-15-2019, 06:04 PM
I'm curious how they designed theirs. In my mind, I'm imagining something like a Temple Run style game, where you have to both bike hard -and- avoid obstacles on the path to stay ahead of the zombies (or werewolves, or whatever). Maybe by moving -close- to some obstacles without actually hitting them, you get to knock them over as you pass to slow the zombies..
And I'm imagining that a head-to-head version could exist.. either with all players as humans, trying to be the last one caught.. or all but one player being the zombies themselves. Maybe the zombie players have opportunities to disappear from the course and be teleported onto intercepting paths, so they can try to jump the human from the sides or get out in front of them?
Ideally, this would take place on a level that is more closed-in or with limited lighting.. a forest trail, a park pathway or street that's lit only by streetlamps, etc. Between reducing further-away background elements to low-detail, shadowy silhouettes and limiting draw-distance (with a spooooky fog), that would hopefully free up enough resources to have more dense scenery -near- the pathway.. as well as all the obstacles and zombies?
And I'm imagining that a head-to-head version could exist.. either with all players as humans, trying to be the last one caught.. or all but one player being the zombies themselves. Maybe the zombie players have opportunities to disappear from the course and be teleported onto intercepting paths, so they can try to jump the human from the sides or get out in front of them?
Ideally, this would take place on a level that is more closed-in or with limited lighting.. a forest trail, a park pathway or street that's lit only by streetlamps, etc. Between reducing further-away background elements to low-detail, shadowy silhouettes and limiting draw-distance (with a spooooky fog), that would hopefully free up enough resources to have more dense scenery -near- the pathway.. as well as all the obstacles and zombies?