The enemy of challenge is predictability. If you have a single plane
and switch things around all that comes out to is a familiar sliding
tile puzzle. Same picture different location.
Most challenges that I have read thus far are self imposed.
Turning up the speed, "reminds me of a Benny Hill skit".
Tuning up the zombie difficulty just goes back to an ironic set of
heated discussions in the forum. When TFP gave entities extra HP
they were called bullet sponges; Among other not so nice names.
So I started observing and writing down the familiarity things.
Some things; Safe on entry to game, Weather not engaging for 24 hours
game-time, Trader progression, entity limited differentiation. This
is just to name a few of the more notable ones. These are posted
statements thread discussions i've seen and read.
The challenges I create for my self are: Lessening the size of biome
coverage, instead of a single biome covering a quadrant it is way thinner.
This means you have to either take a roundabout route, or take chances
crossing hazardous biomes to get to safety again. Reduced Vehicle friendly
roads, so I have to huff it to most places, this prompts a habitual change
and needed protection before going.
Multiple entity clones, created in entityclasses and added to entitygroups.
They look the same but have variable responses, strengths, and weaknesses,
so predictability is out the window.
Give each biome an imminent threat entity, burnt=Dogs, Desert=Ungimped Vultures
that attack on sight. They aren't bullet sponges, but they aren't one hit wonders
either. Wasteland All bets are off, meaning everything is there. Snow is the mountain
lion. And because forest is thinner than on prior map configurations, snow and burnt
entities sometimes transgress the forest.
Spawnpoints: This I had to do with premade maps, they are in precarious and
potentially dangerous locations. Examples are a cathedral steeple, an apartment on
the top floor of a skyscraper, the bowels of a 5 skull POI. An apartment roof just outside
of sensitivity range of the sleepers near me. All of these are NOT in the forest. This
combination kind of overrides the safety net for doing the challenges then reaching the
first trader. Inspirations came from: TWD, 28 days later, Predators the plane drop.
Limited visibility, pois in the distance are silhouetted or obscured by weather or terrain
until I get closer. In the forest the grass is Eye level, so I feel fortunate if I find a
treetrunk, or a birds nest, or a rock, or when hunting to find felled game in the tall grass.
I can hear zombies but I can't just see them and snipe them from yards away. It brings more
melee into play, as a necessity, and listening through headphone to hear not always see where
danger is. Don't just use fog, Using the particle storms, Higher wind variances, and spectrums
other than Biome. change the view and the feeling of the play-field.
AI: Circle of life make everything go after everything else, unless the player is
there.
That just some of the things you could add.