Here's whats been going on currently:
-I rebuilt the entire tutorial ground up. There is no text anymore, it is all intuitive. It is timed, and accuracy counts!
-I finished working out the lighting kinks.
Now, what I am posting for is I need input. On the new map, there is an electricity system which can be used to do things around the map.
Now, I need to think of a way to turn the power back off once it's on. I'm on the fence between electric zombie rounds, power surges, timing how long power lasts, or just giving you a power ration for the entire map, and once its out you're down to your flashlight and wits. I'm also open to any suggestions.
If you want to have a say, post what you think should be able to turn off the power.
You could have a system like in Ascension with the monkeys. Generators of some sort could be damaged by zombies, and the lower the amount of electricity, the less things you could do with power. For example, a lightning trap may need 6000 volts, while a door may need 1000.
I like the this idea, but when you say "generators" do you mean there will be more than one? And questioning the other options, how would the electric zombie rounds work? As the electric zombies are alive for a longer time the power lowers? How would the power surges work? Every couple of rounds the power goes out and returns the next?
Yes, there would be multiple generators, so to keep power on you don't sit next to one and blast any undead who shamble by.
This is how I'm imagining the final light map, after your guy's suggestions: The map starts out immersed in darkness, and you have to move around the dimly lit facility by flashlight.
To use the power, you have to turn on the three tertiary generators around the map. Once all three are enabled, the door on top the map to the generator opens, where you will have 30 seconds to use the Power room. Inside is the fuse box turn on, main generator and monitor, and an electric broadcast sender. Triggering power sending makes you leave the room to spend your power. To send power to other objects, you enable the power broadcast system. You then can use an object on a map that would require electricity, like a vending machine or a light, which disables zombie spawns in the room you use it in, allowing you to control how you want the zombie spawns to flow towards you and to see better.
When you want to use any power, it uses up some of the finite power the main generator holds. Once power hits zero, the generators all short, closing the power sending room and requiring you to reset the generators. Resetting generators increases the odds that there will be a Powerjacker Attack.
In the place of dopplegangers, there are pulsing red glowing zombies, Powerjackers. They will not appear until the power has been turned on, where the odds a round will occur increases. They fire red electric blasts and are very fast. They will do one of three things;
If the main generator door is open, it will not shut for the round, and you have to defend it from their attack. If they take down the generator, all power objects, including lights, are shut down, and you have to reenable the power.
If it is not opened, they will target the tertiary power generators. This will exhaust your power, kick you out of the power room if you are inside, and then they will proceed to target you, and with their powerful attacks and high speed, one does not want that happening.
Is this satisfactory, is it too complicated, or have any idea for improvement? Make your voice heard!