New Story Idea
12 years ago
General
Basically, on Monday, I was talking to some friends and then suddenly one of them asked me "Are you working on a story? I haven't seen one of yours in quite a while and I was just wondering."
So that started to turn the gears inside my mind (which is amazing, I mean im seriously stressed out because of school yet my mind comes up with this idea that I REALLY like) and I came up with this:
The Idea
The year is somewhere in the the 3000's (3045 is my guess) where a new Virtual reality simulation game show is in effect. Basically a "player" is abducted after being randomly selected and are put, against their will, in a large, virtually created world and forced to play a game (Course, being my obsession, it is zombies :U).
Now, Each player receives a special wristwatch that will give them various amounts of information (will be explained a bit into the journal as im typing this up from my ideas paper) however, it cannot be used until they get their first kill (tutorial level :u). When a player perishes in this world (Whether by starvation, dehydration, getting killed by a zombie (referring to them as zed from here on out cause its shorter), or by another player, they will be put back into the real world, retaining all memories from the game, and gaining prizes based on their overall standings on the leader boards (longer times and more "points" [explained in a bit] will gain bigger rewards). Most survivor groups become very, VERY close friends after all is said and done.
Now, the main character that I will be viewing the story from: Starring the newly created Renard (humanized, maybe, maybe ill actually do it furry? I dunno yet). Renard is walking home from his college classes, and is "chosen". He is knocked out, and placed into the world, lucky enough to be found by a group of survivors (maybe a minimum of 4 with him included [total of 5] or a slightly larger group, though probably not). It becomes apparent in the early stages that Renard is the best fighter they have in the ways of hand-to-hand combat (learned Tai Chi when he was a runt :U). Each player is given a special title that explains their area of expertise.
Wristwatch functions
"The wristwatch, our greatest achievement! Made of a extremely strong titanium alloy, this device will allow our players to thrive in this hostile environment! It cannot be broken, or removed, but it isn't without its uses. It has many useful functions and all sorts of information that should *whispers "should" again* help them live! As for the functions, we will explain them, in order, in this instructional video! So players, look sharp, and remember all this!"
-Instructional video featuring Dr. Drew Hidenburg *only shown in the early stages of the game, but as more and more "vets" hung around inside, they stopped showing it, relying on the vets to show the new players the ropes*
Now, the wristwatch, as stated, is a device that was created to try and maximize players performance. The wristwatch does numerous things, including:
Tells Time- The wristwatch does what any other watch will do -tell time. It lets the wearer know the date and time, as well as how many hours until dusk or dawn (sets according to wearer's preference)
Location- Tells the wearer what precinct they are in at any given moment
Resource- Tells the wearer of when a resource enters the proximity (rivers and loot-able places) and when a resource drop becomes available (periodic "care packages" that include anything from food, to water, to absolutely nothing- randomly dropped in an area)
Kill count- Lets the wearer know how many kills they have and how close they are to the next reward (explained farther on)
Undead- Alerts the wearer if they enter a proximity with a large number of undead (large being defined depending on the place, for example, a city with a total population of roughly 500 zed, with about 10-15 zed in every block, will receive a warning if there is more than 15 zed in the given place) but will not give numbers or locations
Health- Shows the survivors current vital signs, as well as infection rate if any is apparent (infection "status alignment" can be cured via an item)
Help- Allows the wearer to send out a distress signal, which can be viewed by nearby players
New Player arrivals- Gives a warning that a new player is entering the game
Random Wheel- Once a week, every Monday at exactly 12:05 p.m., A giant wheel appears in the sky. It is spun, and a random boon is grated for the week (icon of boon is shown on watch [boons explained later in the journal] for the remainder of the week)
Kill Count
I will now explain Kill count (previously stated in the wristwatch functions)
"As the players move through out the dangerous world to survive, they will face fights with the undead. It is unavoidable. However, these fights do not come without rewards! Each time a player kills an undead, they gain one "point" for their score. After reaching certain tiers based on how many points they have gained, a player will receive his or her reward."
-Dr. Drew Hidenburg *cut from the instructional booklet released to employees*
1 kill- this is gained once the player kills his or her first zed (tutorial level basically :u) Perk Gained: Wristwatch unlocked; Gains title [Started the Game]
5 kills- Gains a ranged weapon of choice (given a very limited choice [pistol, shotgun, sub-machine gun, or rifle]); Gains title [First gun]
10 kills- Receives Repair Kit; Gains Profession Title (players personal area they excel in)
25 kills- Gains a supplies drop (Food, Water, other basic necessities [flashlights, spare clothing-depends on what player is wearing as the clothing is made specifically for them-, chem lights, fire kit)
50 kills- Gains a Ammo drop (quantity and magazines depend on gun they have)
75 kills- Gains melee weapon of choice (player receives an advanced selection of weaponry [basically if they can think of it as a melee weapon, its there])
100 kills- Gains Title [Hardened] (Lame tier :I)
150+ kills- Every 50-75 zed kills from this point rolls a "dice" that will give the survivor ammo, food and/or water supplies, or absolutely nothing (food and/or water roll has a sub-roll in between [will roll the first time, and then a second to see if they get food, water, or both] and rolls can be saved up [each saved roll increases chances of getting a better outcome])
Boons (Bonuses) will be explained at a later time because of 2 reasons:
1. I am still working on them. I have the basic ideas, and 4 written out (there will be roughly 14-16 different boons [4 positive boons, 4 negative boons, 4 neutral boons, and either 2, or 4 global affecting boons] that will have a variety of bonuses to grant) while the others are under consideration.
2. Its a very, VERY long section that has a bunch of illegible writing on it that I cant make out for the life of me :u
So yeah, that's the basic gist of it all. Let me know what you guys think
So that started to turn the gears inside my mind (which is amazing, I mean im seriously stressed out because of school yet my mind comes up with this idea that I REALLY like) and I came up with this:
The Idea
The year is somewhere in the the 3000's (3045 is my guess) where a new Virtual reality simulation game show is in effect. Basically a "player" is abducted after being randomly selected and are put, against their will, in a large, virtually created world and forced to play a game (Course, being my obsession, it is zombies :U).
Now, Each player receives a special wristwatch that will give them various amounts of information (will be explained a bit into the journal as im typing this up from my ideas paper) however, it cannot be used until they get their first kill (tutorial level :u). When a player perishes in this world (Whether by starvation, dehydration, getting killed by a zombie (referring to them as zed from here on out cause its shorter), or by another player, they will be put back into the real world, retaining all memories from the game, and gaining prizes based on their overall standings on the leader boards (longer times and more "points" [explained in a bit] will gain bigger rewards). Most survivor groups become very, VERY close friends after all is said and done.
Now, the main character that I will be viewing the story from: Starring the newly created Renard (humanized, maybe, maybe ill actually do it furry? I dunno yet). Renard is walking home from his college classes, and is "chosen". He is knocked out, and placed into the world, lucky enough to be found by a group of survivors (maybe a minimum of 4 with him included [total of 5] or a slightly larger group, though probably not). It becomes apparent in the early stages that Renard is the best fighter they have in the ways of hand-to-hand combat (learned Tai Chi when he was a runt :U). Each player is given a special title that explains their area of expertise.
Wristwatch functions
"The wristwatch, our greatest achievement! Made of a extremely strong titanium alloy, this device will allow our players to thrive in this hostile environment! It cannot be broken, or removed, but it isn't without its uses. It has many useful functions and all sorts of information that should *whispers "should" again* help them live! As for the functions, we will explain them, in order, in this instructional video! So players, look sharp, and remember all this!"
-Instructional video featuring Dr. Drew Hidenburg *only shown in the early stages of the game, but as more and more "vets" hung around inside, they stopped showing it, relying on the vets to show the new players the ropes*
Now, the wristwatch, as stated, is a device that was created to try and maximize players performance. The wristwatch does numerous things, including:
Tells Time- The wristwatch does what any other watch will do -tell time. It lets the wearer know the date and time, as well as how many hours until dusk or dawn (sets according to wearer's preference)
Location- Tells the wearer what precinct they are in at any given moment
Resource- Tells the wearer of when a resource enters the proximity (rivers and loot-able places) and when a resource drop becomes available (periodic "care packages" that include anything from food, to water, to absolutely nothing- randomly dropped in an area)
Kill count- Lets the wearer know how many kills they have and how close they are to the next reward (explained farther on)
Undead- Alerts the wearer if they enter a proximity with a large number of undead (large being defined depending on the place, for example, a city with a total population of roughly 500 zed, with about 10-15 zed in every block, will receive a warning if there is more than 15 zed in the given place) but will not give numbers or locations
Health- Shows the survivors current vital signs, as well as infection rate if any is apparent (infection "status alignment" can be cured via an item)
Help- Allows the wearer to send out a distress signal, which can be viewed by nearby players
New Player arrivals- Gives a warning that a new player is entering the game
Random Wheel- Once a week, every Monday at exactly 12:05 p.m., A giant wheel appears in the sky. It is spun, and a random boon is grated for the week (icon of boon is shown on watch [boons explained later in the journal] for the remainder of the week)
Kill Count
I will now explain Kill count (previously stated in the wristwatch functions)
"As the players move through out the dangerous world to survive, they will face fights with the undead. It is unavoidable. However, these fights do not come without rewards! Each time a player kills an undead, they gain one "point" for their score. After reaching certain tiers based on how many points they have gained, a player will receive his or her reward."
-Dr. Drew Hidenburg *cut from the instructional booklet released to employees*
1 kill- this is gained once the player kills his or her first zed (tutorial level basically :u) Perk Gained: Wristwatch unlocked; Gains title [Started the Game]
5 kills- Gains a ranged weapon of choice (given a very limited choice [pistol, shotgun, sub-machine gun, or rifle]); Gains title [First gun]
10 kills- Receives Repair Kit; Gains Profession Title (players personal area they excel in)
25 kills- Gains a supplies drop (Food, Water, other basic necessities [flashlights, spare clothing-depends on what player is wearing as the clothing is made specifically for them-, chem lights, fire kit)
50 kills- Gains a Ammo drop (quantity and magazines depend on gun they have)
75 kills- Gains melee weapon of choice (player receives an advanced selection of weaponry [basically if they can think of it as a melee weapon, its there])
100 kills- Gains Title [Hardened] (Lame tier :I)
150+ kills- Every 50-75 zed kills from this point rolls a "dice" that will give the survivor ammo, food and/or water supplies, or absolutely nothing (food and/or water roll has a sub-roll in between [will roll the first time, and then a second to see if they get food, water, or both] and rolls can be saved up [each saved roll increases chances of getting a better outcome])
Boons (Bonuses) will be explained at a later time because of 2 reasons:
1. I am still working on them. I have the basic ideas, and 4 written out (there will be roughly 14-16 different boons [4 positive boons, 4 negative boons, 4 neutral boons, and either 2, or 4 global affecting boons] that will have a variety of bonuses to grant) while the others are under consideration.
2. Its a very, VERY long section that has a bunch of illegible writing on it that I cant make out for the life of me :u
So yeah, that's the basic gist of it all. Let me know what you guys think
FA+
