GlyphGryph brought up some ideas for specializing zombies by making them into nether creatures. That’s awesome, but I also want vanilla zombies to stick around long-term in the world and remain a persistent challenge. Rather than hijack his thread, I’m outlining some thoughts on how that could happen here. Comments welcome.
Problems:
- Zombies don’t spawn.
Currently with static spawns the zombies spawned at the start of the game are all you get, so you have to balance early-game survivability against late-game challenge, and that’s a losing proposition. I’d generally argue in favor of not spawning NEW zombies, because thematically, where do they come from? However I have plans for working around it. - Zombies don’t get tougher.
You’re also stuck with the SAME zombies throughout the game. A regular shambler or grabber might be an ok challenge when you’re right out of the shelter, but they’re pointless just a week or so in, and you can easily steamroll large numbers of them without expending any significant resources. - Zombies don’t get new abilities.
They kind of do in dynamic, since specials only start spawning over the course of several days, but once Tanks start spawning, it’s done. It’s more a breathing space than a progressive difficulty mechanic. As with numbers, you pretty mich get what you get from the start.
Solutions
- Dormant zombies.
One way to have our cake and eat it too is to have large numbers of dormant zombies spawn at the start of the game, even outnumbering regular zombies. You can creep through even dense crowds of them, but don’t wake them up, because it can snowball. There can even be different varieties of dormant zombies, some might stand around and notice moderately loud noises or a nearby target, and others might be even more dormant and lie on the ground, only woken by extremely loud noise or direct damage. - better/faster/stronger zombies.
Lore:
It’s been 5 days since the infection started, long enough for the goo to take over and reanimate the corpses, but is it long enough for goo to fully come to grips with the capabilities of it’s new host? I think not, over time the goo, both in general and in individual hosts, will deepen the parasitic link it has with its host, leading to greater coordination, higher resiliency, and better regenerative ability.
As time progresses, regular zombies can be replaced with better regular zombies. At the very beginning of the game, they might actually be weaker than the standard zombie now (meaning there can be more of them for the same level of challenge), but as time progresses, the population is gradually replaced with zombies that are better in every way, reaching a peak that is significantly tougher than the current regular zombie. Also over time the dormant zombies could steadily be replaced by active zombies, increasing the level of danger.
3. special zombie evolution.
Lore:
As with the above, the goo would begin to specialize and develop new abilities in different hosts over time.
The concept here is that at the very beginning, there would only be vanilla zombies, but over time some would be replaced with zombies with special abilities, possibly starting as weaker versions of the current special zombies and developing to be as strong or stronger than the special zombies we have now.
4. New or recycled zombies.
This is a bit more problematic, and frankly I don’t have any good solutions for adding zombies. We have a system in place already for dynamically spawned natural animals to be slowly (but not totally) replaced by zombified versions, and this would carry over into statically spawning animals, but there isn’t much room for new human zombies to appear, and we do want to let you fully destroy zombie corpses such that they won’t come back, so having zombies revive isn’t a reliable way to handle it either. It strikes me that if you sneak through groups of dormant zombies, only taking out active zombies as is absolutely necessary, it makes revivication more dominant, as you won’t have an opportunity to destroy the bodies.
5. Regional differences
Long-term, the player will probably start outside a small town, with a relatively manageable number of zombies, and will have cause to head into larger towns or cities in late-game, where the density of zombies could be off the charts. This is relatively straightforward, just requires extensive work in mapgen.