Yeah I debated it. I never said the zombies were of human origin... But the problem with going to apesheet on random monster design is you lose a bit of the zombie horror feel.
I mean at that rate we mine as well include all the major horror flick monster types.... Werewolves, Chainsaw wielding loonies, guys with red/black flanel shirts, blobs, body snatchers....
BUT.... As it stands now, I think I'm going to make people who live and kill lots level up a la rpg like... As such, I now debate powerlevels of people who level up. I think I am going to give people character points they can spend as they choose on an assortment of skills, some spicy, some not so spicy but lead to really spicy.
So you kinda root for people to level and coddle those who you want to live most. But the downside of that is my fear that like in D&D people get way to ridiculously powered inside a few levels (10) and suddenly the game is much easier unless you just throw meaner monsters at them. Maybe I should make leveling cool, but not awesome, like you have to save up points for something that makes you a close combat monster, but you never get any better in any other way (avoiding attacks, etc)... Or you can spend the points on the lower stuff and just be decent at everything... hrm..
Hopefully this week I can start work on the engine while we argue the end result of the leveling... Sunday I know for certain a bunch of my testers and helpers will all be in the same location and then I assume all sorts of hellzorz will break loose
