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#I guess if my goal isn’t to make them scary its to make them animalistic. Sariels gonna look pretty cool
solacedeer · 1 year
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BEASTOBER: Day 2
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I like Cat yves, I want to do more with Cat yves. He always stuck out to me because of how much of a Cat he was. I wanna make him scary but it’s kinda hard to do that in a way thats interesting to me.
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tumblunni · 8 years
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Random rambley development for unnamed zombie-fighting super mum simulator! Today’s thoughts- rules and regulations for how the zombies work in this setting.
* On the sliding scale of zombie origins, these ones are far more supernatural than scientific. They’re not really limited by the more strict rules of movie zombies, and judging them by human standards would be a mistake! After all, the mere fact that the dead are alive is already outside the realms of possibility, I don’t understand why ‘scientific’ zombies in fiction are defined by limitation like this. No matter how ‘scientific’ it is, the basic premis is inherantly supernatural! Making it ‘scientific’ should just be like... a genre decision. A way to add verisimilitude if you want a more real life or sci fi setting. It shouldn’t be an excuse to tone down zombies and complain that stuff shouldn’t be possible, because zombies aren’t goddamn possible :P But like.. making people BELIEVE they’re possible is why ‘scientific’ zombie thrillers are good! Making it excessively similar to real life just harms that, it gets people nitpicking details instead of being scared. It gets people closer to the biggest scientific realism- the fact that zombies will never exist. But yeah anyway, my goal isn’t to make people believe zombies are potentially possible, I’m going more for the sadness, character development and philosophy genre of zombie story rather than the pure scary genre.
* Sorry, I went offtopic rambling there. * BACK TO ACTUAL WORLDBUILDING POINTS * These zombies are more supernatural, and capable of things that you’d probably call ‘magic’. It might be better to call this a supernatural corruption instead of a normal virus. Long-lived zombies will eventually evolve into one of many specialized forms, and start shedding their humanoid appearance for something closer to living shadows made of black spores. Their various powers can include more normal stuff like spewing acid or giant claws, or they could have enhanced control of this shadow mist in various ways, or extremely developed ones can even warp reality to some degree. Trapping you in delusions, rending holes through spacetime, contorting in impossible ways... * They’re not quite as rotten as regular zombies, they’re kinda more like the ‘eternally frozen in time’ sort of undead. Not the pretty kind like vampires, but they don’t completely rot away and start stinking. Its more like... I guess... if you had regeneration powers but they were overcharged? They’re in a perpetual state of metamorphosis, their skin blisters and peels and shifts and rots off and grows back. It flakes off like charred ash, and the flesh underneath begins to petrify. Pretty quickly they become cold, at first its just the simple cold of death and soon it’s crystalline bonelike flesh replacing everything that was once human. And cracking open to leak black blood... and then black smoke... until nothing is left. It seems that what we call ‘zombies’ are just the juvenile stage of a demon. A walking crysalis for something else. * Oh, and their complexion is more greyish than green. Mostly just cos big red wounds would look even more horrifying against a monotone colourscheme, and when the blood becomes black too it would be its own kind of horror... I think the shade of stone they become is linked to their skintone though. That’s a thing that always bugged me about certain vampire stories, how they always turn pale in twilight even if they were dark-skinned in life. (Yes, that is a thing in the books. At least the movies threw a bit more diversity in.) And slightly related, its annoying when all zombies turn the same shade of green. I mean its not really the same thing cos its not like anyone’s saying the zombies are desireable and ooo all hot zombies become white, or whatever. It just gets a bit confusing as a sign that the creators just did not think about POC being in this setting. Also its weird because green isn’t really a realistic colour for rotten human bodies, it always feels a bit too cartoony lol. So yeah weird grey stone zombies would not all be the same shade of grey, and this is a minor detail that should have been obvious but regrettably in a lot of stories it isn’t :P
* These zombies are more intelligent than usual zombies, they’re more equivelant to a simplistic prey animal rather than just a lumbering mess. They’re only that slow and helpless at the earliest stages of infection, pretty soon they start adapting and forming hunting strategies, rather than just walking in circles wherever they first died. They can progress far enough to create dens and packs and compete with each other for resources, and normally display about as much natural intelligence as a cat. Their main problem is more like a lack of awareness rather than lack of intelligence, they retain very little memory of their former selves and essentially behave as if they’re learning how to live again from the start. Left to their own devices they just become animalistic, but considering how they DO remember some things, it might be possible to teach one how to be fully aware again...? * The memories they keep of their former life usually lead to them reenacting old routines that hold no meaning anymore. The places they wander between might be places that were important to them in life, they might gather human things like magpies, they might claw wildly at a broom and start smashing it against things, vaguely remembering that at this time on wednesdays they did the chores. This can be used to manipulate zombies if you can observe them and figure out what things would provide a personal distraction. And global things that’re likely to attract every zombie are A LIFESAVER! Malls are the best scavenging spots because even though they’re the most populated by zombies, there are a million methods to misdirect the whole horde at once, and a million useful supplies inside. So much that if you could clear the place out, it might make a really good stronghold against further zombies. I mean, you’d be pretty much guaranteed to have new zombies coming there every day, in numbers small enough to handle... * The big problem is that these vestigal memories of important things can cause zombies to act in unexpected ways, unrelated to their actual degree of intelligence. You might think no zombie is capable of figuring out how to use a gun on its own, but a military person who died holding a gun might! They already have the combat instincts bored into their brain, it was a large part of their life, their last thoughts would have been to keep shooting no matter what. And their zombie self wakes up with this weird metal rifle thing strapped to their chest, banging against them every time they take a step, making it hard to get through doors. They claw at it a little, get curious about it, and those memories are constantly reinforced every day until they come swimming back up. Any zombie that had a useful skill and was in an environment where its easy to remember will most certainly retain it, no matter how low their self-awareness level is. Your only consolation with the rare gun-zombie is that they don’t often remember how to reload, so you only have to dodge one magazine of bullets!
* Miscellaneous thoughts of things! * I haven’t decided exactly what, but there should be certain chemicals that zombies react differently to, compared to humans. That’d make it easier to craft things to help combat them, and to help deal with your tamed zombie. All i know so far is that zombies are immune to poisons and generally have an iron stomach, so when you collect meat for your zombie you don’t have to worry about it spoiling. And there’s probably something that’s like zombie catnip and makes them sleepy, cos that’d be very useful as a gameplay aspect. * I think zombie vision is limited, and they mostly navigate through sound. The degree of limitation depends on what stage they’re at, it goes on a sort of curve with newly infected and very old infected both at the highest end of the scale. Newly infected eyes haven’t started changing yet, though theyre quite dizzy and clumsy at this first stage. Vision quickly starts degrading around the time that their dexterity recovers, so the difference isn’t really that big. Colour vision goes first. It’s complete colour blindness, not just red/green, so they’re even worse at sight than dogs are. (and, in fact, often compete with feral dogs for food) After that, they can only see blurs of light. Moving things or strong light sources will attract them, and they’re almost completely helpless in the darkness. The problem, though, is that later level infected are absolutely adapted to the darkness! After they’ve got used to navigating by sound alone, they spend all their time there. The only way they can perceive light is as heat on their fragile skin, so they hide away in shady places until night falls. So basically, if you see a zombie out in the light you should run to the darkness, and vice versa! And then when the infection starts to reach its final stages, they become able to perceive the world through the shadows they emit. This new form of ‘sight’ is more like a psychic sense, so there are some limits compared to human vision, and some things they can perceive more clearly. But, generally, they’re back to how good their sight used to be, and you should be wary of that. * Zombies are kinda like snakes, lizards or vampire bats. They only feed once in a while, they gorge themselves and then sleep it off for days or weeks afterwards. So not eveyr zombie you meet will actually try to eat you, just break you. And they won’t expend too much effort on it, since there’s not as much benefit to it, even if their instincts tell them that flesh = kill. Generally you just need to avoid letting them know you’re there, or looking like a threat to their territory. And they’ll quickly forget about you once you manage to escape them, they only pursue you to their full extent when its time to feed. So, for example, if you’ve tried scavenging the same place multiple times then enemies might get increasingly aggro! They start to recognise your scent, and they start to notice that things are vanishing from their territory every time you come there. They might start performing more complex behaviours like staking out the place they think you’ll appear, or readying ambushes and rudimentary traps. In comparison, you might actually be able to tame enemy zombies, to some degree. Its not really possible to save every single zombie, its hard enough to be able to restrain and retain this one single zombie daughter, who’s only this responsive to treatment because she knew you in life. But you can make zombies moderately more docile through certain expert techniques~! For example, if you toss them some food every time you scavenge around their nest, then they’ll start to learn to ignore you, and not really notice the stuff that’s dissappearing. They only care about losing food that they can actually eat, so if you focus on canned goods then you can also reduce aggro. And if you move stuff around you can make certain routes harder for them to cross, but it works even better if you also help them move down other routes. That way you don't just delay them finding you, you psychologically encourage them to turn the other way. “Hey, what’s this interesting new path that I’ve never seen before?” Keep switching the paths back and forth and you can trick them into never losing that excitement, zombies have bad short term memory XD And hey, if you make a big noise somewhere every time you enter the nest, you start teaching the zombies to run over there whenever you get there. Expend some time misdirecting them down a long path with a chunk of meat at the end, and eventually you don’t even need to do that, you can just make the noise and they all run down there even if there’s no reward! * Oh, and this idea was mostly just so that feeding your zombie daughter isn’t too difficult. You don’t have to murder a guy every damn day, she can last varying long amounts of time without food. And depending on how big the meal is and how you train her, you can increase or decrease the time. She’s only a baby zomb though, so generally her HELLISH HORROR HUNGER should be relatively manageable ^_^ I’ll have to figure out what would work best, gameplay wise. Once a month? once a week? * Maybe she can still eat human food, to some extent. Its just that only raw flesh and blood sates the monsterous aspect of her, the rest is empty calories. Plus you kinda need to save it all for keeping our human protagonist alive! But you can give zombiekid treats to reward her for good behaviour, or to calm her hunger when she’s gone without food for a long time. A full stomach won’t actually do anything to help, but it’ll keep her docile. And human food is hard for her to digest now, its usually only okay when its a single treat alongside a full meal of human flesh. Too much of it might just make her health worse, but its what you have to do to stop her from lashing out. It can be a bit depressing to have to lie to her and see her wasting away, not knowing why she's feeling so sick...
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