# Frigid 14
*(This is a work in progress, and infact one of my proper design documents, most if not everything here is subject to change)*
## 1. Introduction
Frigid 14 (F14) is at it's core a zombie survival game, this is the design doc for F14 so we can keep a straight development path.
## 1.1. Lore
F14 is set around late 2001 (around the years of y2k) on Earth in the U.S, 7 days since the initial infection.
The infection is a viral outbreak that nobody knows the origins about, it just popped out of nowhere. First people were coughing, then people were vomitting, then people turned hostile, scratches and bites transferring the virus.
Eventually, the U.S had to step in and lockdown the place with a military blockade.
## 2. Gameplay Description
The expected gameplay of F14 goes a little something like this.
1. Spawn in
2. Get a coat as soon as possible to not freeze to death
3. Loot the closest houses to you, get a few weapons
4. Slowly rank up enough loot to break into areas outside of houses
5. Meet other players
5.1. Fight other players for loot
5.2. Team up with other players
6. Repeat the last 3 steps
## 2.1. Survival
Desperate situations call for desperate measures, it is intended for there to be normal ways of healing (bruise packs, ointment) but when times are rough and all you got is a welder and an open wound, you'll have to use it.
## 2.2. Player Interaction
F14 player interaction (as of the moment) is very bad compared to what is expected, due to the loot being stupidly common; everyone gives out everything as if it's nothing. I expected trading, pirating, robbery but turns out our playerbase is too nice.
## 3. Mechanics
## 3.1. Loot
I've drafted up 4 basic loot types.
- Basic
- Advanced
- Essential
- Quality
**Basic** loot consists of ordinary objects you'd find in your day to day life.
Examples:
- Board games
- Plastic bags
- Plates
- Cups
- Dice
**Advanced** loot consists of weaponry, ammunition, stuff you usually wouldn't find in a container but it's there.
Examples:
- Hunting Rifles
- .12 gauge shells
- Double barreled shotguns
- Riot gear
**Essential** loot consists of objects you (quite literally) need to survive, this should be the most scarce.
Examples:
- Bruise packs
- Ointment
- Tinned meat
- Water
**Quality** loot consists of objects such as materials, tools, welding cans, and other stuff you wouldn't really use in your day to day life.
Examples:
- Belts
- Steel
- Plastic
- Tools
## 3.2. Events
There should be events to keep the roundflow going, there should be 3 types of events.
- Randomized Events (in their own header)
- Spike Events
- Flow Events
Spike Events should cause tension and conflict between players, maybe giving random players a fake version of the zombified virus (symptoms and everything but no infection at the end)?
Flow Events are constant events that will happen every round, these include the emergency shuttle being called.
## 3.2.1. Random Events
## 3.3. Bobby
Bobby, the little guy that appears on the bottom-right corner of your screen when you hit Observe. He's normally not supposed to be here, but I believe I can find a use for him.
Bobby (also known as the targetting dummy) will be used to, well, target specific body parts for harming/healing.
## 3.4. "Cure"
There is no chemical cure, but that doesn't mean there isn't a physical cure.
You should be able to cut off your hand (missing hand, a lot of bloodloss, bleeding) for the removal of your infection.