Trivia: Project Iodine will be the working title for the game until I came up with a good name. I code name my projects with elements. It's just something I do, the game'll probably have nothing to do with actual iodine. And if anyone cares, Captivity was code named Project Ferrum before I finally settled on Captivity.
Engine: RPG Maker MV
Genre: Zombie, Survival, Base building, Simulator, Top down shooter
Premise:
The game takes place in an alternate universe where zombie outbreaks are common place since the early 18th century. Humanity survived, and learned to contain any future outbreaks to the size of a small city. Starting from the mid 20 century, humans quickly quarantine zones as soon as outbreaks happen to minimize casualties, and wait for a year or two before sending cleanup crews to deal with the remaining zombies that haven't starved to death. Once the outbreak is over and every zombies confirmed dead, people move in, start rebuilding and life continues! Yay!
But here's the twist, every once in a while, some survivor gets bit. But, they don't turn due to certain mutated genes in their body. These people are called Immuned (term pending until I or someone else come up with a smarter one). They have no way of knowing if they're an Immuned until they're bit. Once these mutated genes activates in response to the zombie virus, their libido skyrockets and starts requiring constant sex. Because hentai logic. Male Immuned are much rarer than female ones. Because hentai logic. While zombies still attacks the Immuned, if a female Immuned exposes sufficient skin, the zombies'll avoid biting or eating them and decides to rape them instead. Because hentai logic. The zombies will still try to eat a male Immuned though. Because hentai logic.
Zombies:
Zombies in this universe are technically not "undead" or even "dead." When the virus infects someone, the virus will hijack the brain and changes the host's DNA. The zombie still require food in the form of humans to maintain bodily functions or they'll eventually starve to death. The zombie's body also starts hosting a multitude of other dangerous diseases, which gives their skin a rotten appearance. There are multiple strains of the zombie virus and depending on which one gained dominance in the host's body, the zombies will vary from crawlers to dangerous mutated ones.
Crawler: When one of these weaker strains successfully gained dominance in its host, the crawler emerges. This strain of virus doesn't fully hijack the nervous system, rendering the muscles below the knees unusable. If any other kind of zombie somehow lost its legs, it may also be considered a crawler.
Walker: Classified based on their relative speed to each other, walkers are generally slower than most humans. They get significantly more dangerous as their numbers increase.
Runner(Sprinter?): Unlike the stupid walkers, this particular strain is smart enough to make its host run in order to catch prey.
Dogs: Yes, I'm a very creative person. Zombified dogs. Someone come up with a better name and I'll stop calling zombie dogs dogs.
Special zombies*: Don't have anything concrete for mutants or other zombified animals yet. But imagine RE and L4D with the special mutated zombies.
Gameplay:
Unlike Captivity, which is (gonna be) Rune Factory-esque and heavily narrative based, Project Iodine is open ended with minimal story. The game starts with a tutorial, short exposition of the game's universe, choosing to be either the male or female protagonist (both are renamable), then you find a base to hole up and survive in.
There's 2 main needs you have to maintain in order to survive, and 4 other needs required to perform optimally. Hunger, Thirst, Fatigue, Hygiene, Bladder and Lust. You'll die of starvation if your Hunger bar is at max and completely drained your health. You'll also die of dehydration if your Thirst need is not met. Unfulfilled Hygiene and Bladder needs affects mood. As for Fatigue, you'll pass out if you don't sleep and if your lust is too high, you'll perform tasks much slower and/or less efficiently.
For the base building part, you'll get to craft things for your base. Things like traps and barriers for defenses, and various objects like beds, rain catchers and generators to fulfill your (and other survivors') needs. Outside of that, you'll leave the base to collect resources. I'm thinking either of a semi-RNG system where you choose locations to go to and come back with resources with limited control, OR, a randomly generated map for each location to explore yourself and collect resources.
Since the game's gonna be built with RPG Maker, the top down combat will be rather simple. Arrow keys/WASD to move, left click to shoot/melee and R key to reload if weapon is applicable. If a zombie grabs you, you'll have to smash keys or something to struggle to get free. Or maybe some form of minigame instead of obnoxious key smashing. I hate smashing keys. If you failed at escaping, you'll get raped! Which brings us to...
H-Content:
Yay! This is the best part. For this game, I'll likely turn down the CGs (and possibly sex sprites?). Instead of having various stages of CGs like in Captivity, Project Iodine will most likely just have 2 CGs for each scene. A normal fucking CG and the cum CG. And also lots of text for the scenes I guess. Also bad ends!
Now if you play as the male protagonist, you'll get to have M/F sex with other survivors of your base. If you're playing as the female protagonist, you'll get to have F/F sex with the survivors and zombie rape.
Lineart now done. I was going to also draw a rear pose, but I don't have the time for that at the moment. Also should probably not have spent so much time on that gun.