Presentation of Late Hours
Made by Egor «Sandstorm» Leontev
World’s concept
Earth, 2017. The epidemic started somewhere in the middle eastern countries. The infection made infected people return to tribal life, made them hunters and gatherers back. But prey isn’t some animals. It’s normal people. The only way to save their lives from being killed and eaten is bringing much light into their living space.
Picture created using Fusion Brain
Location #1: Fartown
Middle-Western European architecture. Mostly consists of old buildings, 18-19th centuries. This location mostly planned to use for introduction(including learning basic mechanics) and late-game quests. Building are not high enough to make player struggle to get to the sun. But, the concept is the safe roofs and really dangerous streets filled with infected. For reference, use Old Town from Dying Light, but more dense.
Location #2: Hollowrock.
A district of place, someday called Hollowrock. After bombing done for suppression of infected, most part of city was destroyed, and player will be able to visit the least. Consists of high-rise buildings and business centers. For reference, look at Moscow-city complex. The concept is just like first location but flipped: (mostly)Safe streets but VERY dangerous buildings.
Basically the global map of the world in the game.
The player can travel in two ways: The river, which is safer but slower and the railroad which is faster but with the risk of train crash and infected raid. The first possible way to move through locations is a boat.
The gameplay section.
The gameplay foundation is fighting and using environment in order to survive. Running away is not an option while you on a roof of highrise building filled with infected.
Well, that’s not an option right until player gets their ability to climb. Player should upgrade their force and stamina in order to have it. So… Parkour, that’s it!
I do not say we are repeating Dying Light or Mirrors Edge, I want to make it more realistic, not arcade. The idea is starting the chases right after player gets into the dark. Much weak zombies which actually get you into trouble.
The gameplay section #2
The movement will be based off GoldSRC(Quake) understanding of player movement: Dynamic, fast and in the end, fun!
But this slide isn’t about the movement but about environment interaction.
The idea is ability to get into any car or building to hide away. Also, the player can create fortifications in order to create some safe zones.
There will be mechanic of genocide. Each city faction(Zombies, just survivors etc) will have dynamic count, so if the count of members is too low, they will spawn less frequently, and if the number is zero – they basically will not spawn. Yet sometimes some people will join the factions, but mostly the number changes based off killing the people. The purpose of it is giving the player ability to (almost) remove zombies from the city.
The gameplay section #3
It’s a horror game, so why don’t we add something truly horrific?
THE COMPLICATED CRAFTING SYSTEM.
Player can gather some components and literally weld them to each other. The more efficient you make your weapon the more enemies you will destroy!
Why these ideas are chosen?
Modern games mostly don’t give player the freedom for world interaction, so why we don’t give unique offering?
It will be the ultimate zombie sandbox, where you can make probably anything you want!
If we give player the abilities present in three gameplay sections, replayability of the game will be great, so the game can grow a big fanbase for future projects.
Thank you.
Made by Egor «Sandstorm» Leontev