TABLE OF CONTENT
1) Introduction
2)
Target System
3)
Development System
4)
Specification
5)
Gameplay
6)
Frontend
7)
Developmental Tools
8)
Time
9)
Inspiration
•
1. INTRODUCTION
The Intent of this Document is to provide a Game Design Document for As-of-yet Upcoming Game Called "
Zombie Loco
", a Top-Down Shooter Survival game similar to SAS: Zombie Assault
.
1.1 SCOPE
This Document is INTENDED to be Read by Programmers, Artist, & Producer of the Game Development. It also documents features to be potentially used by Browser Release
1.2 Type Convention
Arial Font is used for Content Section Heading with up to 1 subsection, usually in bold and underline. (e.g 1. Sample Text, 1.1 Sample Subsection)
Terminal Font is used to describe Content of the section, and also used for Section heading for Subsection exceeding 1 subsection (e.g 1.1.1 Sample Subsection)
Calibri is used to denote what section is directed to in the content of the section, as well as for italic text in general for the Section Content.
•
2. TARGET SYSTEM
The Initial Beta Build will be Released as a Standalone Windows Title, followed by an Delta Build, distributed through (initially) Autumn SOFTCOMICS Website, Y8 Games, & (Potentially) Kongregate.
•
3. DEVELOPMENT SYSTEM
3.1 Software
The game will be Made using Godot Engine version 3.5, and will use a Top-Down Shooter Template to aid Development of this game.
•
4. SPECIFICATION
4.1 Concept
The goal of
Zombie Loco
is to produce a fun Wave-Based Top-Down Zombie Shooter game with added Storytelling Elements.
Zombie Loco
is also intended to be a 2D Top-down Demake of ROBLOX POLICE FORCES by Qlu Games, inc. with several Improvements added.
4.1.1 Theme
The Game Theme is: "Trapped" & "Apocalypse"
4.1.2 Genre
The game Genre is: "Survival-Horror", "Wave-Based", & "Top-Down Shooter".
4.2 Story
The Game Story will be Documented in a Seperate Story Bible describing the game events.
4.2.1 Settings
The game will be set in a Modern-Day Village during the Zombie Apocalypse.
4.2.2 Logline
Gun Owner Hikikomori Boy living in his home is suddenly raided by a horde of undead zombies, while an Suspicious man offers a Boy his help as they gradually reveals the cause of this event.
4.2.3 Characters
キ Johnny
The Protagonist of the game, he is a Hikikomori living in his home during the zombie apocalypse, working on his another project.
He wears a Aqua Blue shirt and a dark blue jeans with a black & white sneaker shoe.
キ "The Shopkeeper"
An Mysterious Man who suddenly came to Johnny's home. He is the Shopkeeper of the game.
He is a masked man wearing a brown hoodie and black pants.
4.3 Game Structure
There will be a Single level in this game, with Multiple subarea purchasable by the player in the game.
At some points during, or after the wave is complete, a Cutscene might play.
4.4 Players
The Game will be a Single-Player game, with Optional
Multiplayer mode may be added in the future.
4.4.1 Multiplayer
Players can connect to Multiplayer session via LANs, IP Address, or Serverlists.
4.5 Action
Player have to Kill Specified amount of Zombie in order to Complete the Waves.
Player can also Open the Shop, using the Shop Key, to open the Shop.
The shop will have 2 Section: Weapons, & Items.
Weapons will have a list of weapons player can Buy, along with sentry and upgrades for their existing weapons.
Items contains the stuff for aiding Players like Upgrading Barricades, Purchasing Medkits & Body Armour, etc.
Player can Also build their own Barricades, which can be repaired, both of which costs Money.
4.6 Objective
The Objective of this game is to Survive Waves of Zombies Horde attacking the designated Player's Character Building.
The Windows of the Player's Character Building are Barricaded, which can be upgraded in shop.
There are Multiple Waves in this game, called "Days", to survive.
4.6.1 Multiplayer
The Multiplayer aspect of the game will have 4 Game Mode.
キ Deathmatch
The Objective of the Deathmatch is to kill other players with the goal of obtaining the highest Frags in the session. There will be a Zombies spawning; they are simply there to mess with the players.
キ Capture the Flag
Players are Assigned into Red & Blue Team, Both Team must Capture Each other Flags to their Designated Bases.
When the Team with Captured Enemy Team Flags goes to the their own Designated Flag Location, they recieve single points.
Deathmatch Rules such as Zombies Spawning also applies here.
キ Capture the Sector
Players are Assigned into Red & Blue Team, Both Team must Capture Designated Sector in order to win.
Captured Sector owned by either team will receive 1 Points per Seconds.
Deathmatch Rules such as Zombies Spawning also Applies here
キ Cooperative
The Cooperative Mode is the almost the same as Single Player Game but with Multiple Players cooperating with each other surviving Waves of Zombie Horde.
4.7 Graphics
The Graphics will be displayed in a 2D Top Down Perspective, showing the Player, NPC, & Object Sprites, Wall Sprites, etc.
4.7.1 Camera
Single Dynamic Camera is used to track player position, Reaching the Edge of the Screen, be it X or Y Position, will Detech the centered anchor of specific axis of the Player Character.
4.7.2 Landscape
Landscape will use a combination of Grid based Tilemap & Manually placed Objects in XY axis.
4.7.3 Sprite Specification
The vast majority of the Ground Texture will be in 64x64 .PNG file
.
Player's & NPC sprite will be in top down perspective, facing up.
Walls, Fence, Object, etc will have varied resolution owing to the diverse scale, facing right by default.
The Resolution of the sprite will be investigated.
4.8 Data Storage
The Game Data will be Structured in 4 different file, 2 are Godot's .PCK file, others are .PK3 & .CNS file respectively:
Base Game .PCK file
Autumnsoft.PCK
Common1.PK3
Language.CNS
The Base Game .PCK contains instruction on loading game Boot Screen, & Autumnsoft.PCK file.
Autumnsoft.PCK contains the main game Assets, Scripts, Graphics, Sounds, etc.
Common1.PK3 stores Weapons statistic, Zombies info, players constant, etc in .CNS file, to be parsed by main game logic from Autumnsoft.PCK
The .PK3 file is the same as .ZIP file (inspired by ZDoom) and will be parsed by third party ZIP Reader for Godot 3.5
Language.CNS stores Game HUD texts, Weapons information, Main Menu Texts, etc for in-game displaying, This makes it great for Translator Team & Individual Translator to translate the game to other languages.
4.8.1 Browser Version
The Browser Version is essentially all 4 file compressed into a single base game .PCK file
4.8.2 Assets
The Game Assets will be stored in Autumnsoft.PCK file, categorised in multiple relevant folder containing the game asset.
For example, Ground Texture will be stored in "assets/texture/ground", while player & zombie sprite will be stored in "assets/sprite/humanoid"
•
5. GAMEPLAY
5.1 World
The Playing World is going to be Very Small, being set in the Player Character's house.
By the end of the game, the Playing world will be large, in order to represent that the protagonist managed to free themselves from being trapped.
5.2 Landscape
Landscape is differentiated by Layers, meaning Entity on Layer 1 cannot interact each other with the Entity on Layer 2.
Entity can Move to Designated Location to Move to Layer 2 & Back.
5.2.1 Room
Room Landscape will consist of:
キ Debris
キ
Barricade
キ
Furnitures (chairs, tables, library, beds, etc.)
キ
Stairs
Landscape are not fixed, & can be altered either by Players Actions or NPCs (including zombies).
The Landscape will be set in Player Character's Houses (see
4.2.3 Characters
).
5.2.1.1 Stairs
Stairs Allows any Entity to move to another layers of Landscapes.
5.2.2 Outside
Landscape in the Finale will consists of:
キ Roads
キ
Pavement
キ
Building (house, apartments, etc.)
キ
Traps (landmines, beartrap, etc.)
Landscape will be set in a village all the way to a Helicopter Landing Zone, where the games will end.
This Segment is specifically designed for driving.
5.3 Entity Type
There are 7 different Entity Type:
キ Players
キ
Enemy
キ
NPC
キ
Projectile
キ
Doors
キ
Objects
キ
Barricades
キ
Helpers
5.3.1 Players
The Player Character starts with 100% of their Health, Fists, and a Starting Pistols with 150 Reserve Ammo.
5.3.2 Enemy
Enemy is Defined as Hostile Entity that will attack Players.
Enemy can be:
キ Zombies
キ
Boss Zombies
キ
Hostile Humans
Enemy AI will ALWAYS chase Players even when they are hiding.
Enemy AI will uses Pre-defined Pathfinding as specified by the game level.
When the Enemy AI is close enough to player characters and not blocked by walls or specific objects, the AI will follow Players by line.
5.3.3 NPC
NPCs are interactable Entity that can either talk to players, or have the players talk to them.
5.3.4 Projectile
The Projectile are Moving Entity that affects Entity such as Enemys & Players, which is the source of where Projectile are Spawned.
Flags are determined so that if the projectile affects Players or Enemys.
The Projectile will ALWAYS pass "Doors" Entity.
"Raycast" Entity are inherited from Projectile & mostly serve the same function.
5.3.5 Doors
Entity assigned as "Doors" means it can only be Purchased by "Players" Object, when bought it will destroy the entity. They serve the same function as "Objects" Entity.
5.3.6 Objects
Objects are Static Entity whose only function is to either block players from coliding each others or serve as Decoration with no Collision.
5.3.7 Barricades
Barricades are Static Entity that Only Enemy can Attack and pass through with no collision, All Entity (with the exception of "Projectile") are blocked by Barricades, similar to Objects Entity.
5.3.8 Helpers
Helpers are Non-Standard Entity intended to serve function that are otherwise unsuitable for any other basic functions provided by other Entity; they are quite similar in concept to "Projectile".
Examples include Fires, which burns "Enemy" Entity, acids, & Explosion.
5.4 Control
Player Character Movement is controlled by FPS-Style Movement Controls.
"FPS-Style Movement Controls" is Defined as having an Asteroid-ish movement controls scheme, except turning is done using mouse, and Player can strife left & right.
It uses the Following Control Scheme:
Movement
キ Move Forward (default: "W")
キ
Move Backward (default: "S")
キ
Strife Right (default: "D")
キ
Strife Left (default: "A")
キ
Turn Right (default: "")
キ
Turn Left (default: "")
Action
キ Primary Fire (default: "LeftMouseButton")
キ
Secondary Fire (default: "RightMouseButton")
キ
Tritary Fire (default: "MouseWheelButton")
キ
Reload (default: "R")
キ
Interact (default: "F")
キ
Throw Throwable (default: "G")
キ
Next Throwable (default: "X")
キ
Previous Throwable (default: "Z")
キ
Swap Primary/Secondary Fire (default: "")
キ
Swap Primary/Tritary Fire (default: "")
キ
Swap Secondary/Tritary Fire (default: "")
キ
Open/Close Shop (default: "Space")
キ
Next Weapons (default: "E")
キ
Previous Weapons (default: "Q")
キ
Next Item (default: "]")
キ
Previous Item (default: "[")
キ
Use Item (default: "\")
Miscellaneous
キ Chat (default: "T")
キ
Team Chat (default: "Y")
キ
Pause (default: "P")
キ
Developer Console (default: "`")
All of the Control Scheme can be Reconfigured, and it's possible to bind keys to Alternative/Secondary Controls.
5.5 Weapons
The Weapons in this games are listed in a table below:
SLOT 1
キ Fist
"Your bare fists, quite useful for Individual weak zombies. In cases where your Ammunition runs out, Your fist will be your Last Resort. Dont get too close to Zombies!"
Power: verylow
キ Brickbat
"Anything you pick up, can be turned into a weapons, great choice as a Last Resort."
Power: varied, generally low
Special: can be thrown using secondary fire, has condition until it break.
キ Baseball Bat
"Slightly more powerful than your fists, The Iron Baseball bat has longer reach than your fist & knocks Zombies out easily."
Power: low
Special: knocks enemy down.
キ Machete
"What better ways to survive than to use a bladed weapons for Chopping Zombies in self defense?"
Power: medium
Special: cause affected enemy to bleed.
キ Chainsaw
"A tool originally used for chopping trees, now repurposed for mowing down zombies. Uses Gasoline Fuel."
Ammo: reserve
Calibre: gasoline
Power: medium
SLOT 2
キ Pistol
"Your Starting Kitchen gun you've probably used for Home Defense before."
Ammo: 15
Calibre: 9x18mm Makarov
Power: low
Accuracy: mediumhigh
Range: slightlyclose
キ Suppressed Pistol
"Special Agent's Pistol for Silently taking down Baddies in Special Operation."
Ammo: 12
Calibre: 10x25mm Subsonic
Power: medium
Accuracy: high
Range: medium
SLOT 3
キ Revolver
"Battle-proven Gun since the Wild West Days, this one is chambered in .44 Magnum and can pierce multiple zombie."
Ammo: 6
Calibre: .44 Magnum
Power: high
Accuracy: veryhigh
Range: medium
Penetration: 2
キ Pepperbox
"Century-old Proto-Revolver popular among civilian back in the victorian era, during the time where Single-Shot pistols was the norm. Samples are taken from a museum and modified to chamber modern cartridge; has a magical Chainfiring function derived from a unintentional bugs where an black powder revolver would sometime chainfire if improperly loaded."
Ammo: 6
Calibre: .44 Magnum
Power: high
Accuracy: mediumlow
Penetration: 2
Special: 50% chance of firing up to 6 bullets
SLOT 4
キ Machine Pistol
"Everybody's Favourite Video Games firearms, an Machine Pistol developed in the 1950s and still popular today among SWATs & Gangsters."
Ammo: 32
Calibre: .41 AE
Power: mediumlow
Accuracy: mediumhigh
Range: medium
Rate of Fire: 400RPM
キ Submachine Gun
"The Coolest Invention of the entire humanity Invention, the .50 cal Persuder Submachine Gun is a replica of a old relics from the 1910s and has absurdly high rate of fire. Don't face this bad boy out or he's gonna mow you down to hell."
Ammo: 64
Calibre: .50 AE
Power: medium
Accuracy: high
Range: medium
Penetration: 1
Rate of Fire: 900RPM
SLOT 5
キ Bolt-Action Rifle
"An Bolt-Action Rifle of Versatile Application. It has been chambered in Vast Majority of Ammunition calibre and is very popular among Hunters."
Ammo: reserve
Calibre: .338 Lapua Magnum
Power: veryhigh
Accuracy: pinpoint
Range: extreme
Penetration: 6
キ Lupara
"Custom-made Sawn-off Double barreled shotgun designed specifically for High Powered Crowd Control Device."
Ammo: reserve
Calibre: Dual 10 gauge
Power: veryhigh
Accuracy: low
Range: close
Pellet: 20
Penetration: 10
キ Pump-Action Shotgun
Ammo: 8
Calibre: 12 Gauge Flechette
Power: veryhigh
Accuracy: mediumhigh
Range: far
Pellet: 12
Penetration: 10
SLOT 6
キ Assault Rifle
"Military-Grade Automatic Rifle that Virtually Replaced Every Submachine Gun in most roles of Warfare. It is capable of Piercing Zombies due to Full Metal Jacket Bullet commonly used by Military Soldier."
Ammo: 30
Calibre: 7.62x39mm
Power: mediumhigh
Accuracy: high
Range: far
Penetration: 1
Rate of Fire: 300RPM
キ Personal Defense Weapon
"Popular among SWAT Team across the Country, the PDW has an Suppressor installed to increase Effectiveness and Accuracy at long range."
Ammo: 50
Calibre: .308 Winchester
Power: high
Accuracy: veryhigh
Range: veryfar
Penetration: 2
Rate of Fire: 750RPM (Burst-Fire)
キ Machine Gun
"The XM223 Machine Gun was Sought by the military to replace the dated Mag-fed Brownies MAG-6, it was designed specifically for Crowd Control Operation, though Bullet conservation is generally required due to it "Minigun-like" rate of fire."
Ammo: 250
Calibre: 6.5mm Creedmoor
Power: high
Accuracy: high
Range: veryfar
Penetration: 2
Rate of Fire: 1800RPM
SLOT 7
キ Rocket Launcher
Ammo: 1
Calibre: 84mm HE
Power: extreme
Accuracy: pinpoint
Projectile Speed: fast
Explosion Radius: big
Special: Fires Explosive Projectile
キ Anti-Material Rifle
Ammo: 10
Calibre: 30x250mm Caseless
Power: extreme
Accuracy: pinpoint
Range: extreme
Penetration: infinite
キ Flamethrower
Ammo: 40
Calibre: Napalm
Power: high
Accuracy: pinpoint
Penetration: infinite
Projectile Speed: slow
Special: fires flaming napalm that deals burn damage
Throwable
キ Grenade
Power: veryhigh
Projectile Speed: medium
Explosion Radius: medium
Special: timed explosive, has around 2 second to detonate
キ Steil Grenade
Power: veryhigh
Projectile Speed: medium
Explosion Radius: medium
Special: explodes on impact.
キ Molotov Cocktail
Power: high
Projectile Speed: medium
Explosion Radius: medium
Special: explodes on impact, dealing burn damage and denying access to location
キ Flashbang
Power: none
Projectile Speed: medium
Explosion Radius: medium
Special: Temporarily Incapitate Zombies for 10 seconds on explosion, functions identical to Grenade when thrown.
キ Satchel Bag
Power: extreme
Projectile Speed: medium
Explosion Radius: mediumhigh
Special: Manually Detonated.
キ Zombie Bile
Power: none
Projectile Speed: medium
Explosion Radius: medium
Special: explodes on impact, causing zombie to move toward destination; if enemy are affected by explosion, it will cause zombies to attack affected victims. The Bile lasts 10 seconds
キ Monkey Bomb
Power: extreme
Projectile Speed: mediumslow
Explosion Radius: high
Special: once thrown, play music, attracting zombie toward destination; has a unique Explosion releasing shotgun-like buckshot round with 50 Pellets dealing very high damage & having a medium range. Generally lasts around 10 seconds.
キ Holy Grenade
Power: extreme
Projectile Speed: medium
Explosion Radius: fullscreen
Special: timed explosive, kills everything but player character.
5.6 Zombies
Most Zombies uses Standard Enemy AI as described in section 5.3.2.
キ Common Zombie
"Weak Zombie commonly found in the wild."
Health: low
Power: verylow
Speed: medium
キ Sprinting Zombie
"Rare variant of Common Zombies mutated from an certain strain. Exchanges health for speed"
Health: verylow
Power: verylow
Speed: fast
キ Armoured Zombie
"An undead military soldier that was unfortunately infected from a virus despite wearing gas mask."
Health: medium
Power: verylow
Speed: medium
キ Heavily Armoured Zombie
"An Special Forces soldier that was dedicated to cleaning up Zombie Horde, wearing Specialized Anti Zombification Defense Suit preventing virus from infecting it. Despite that, one of the lucky zombie managed to infect or kill such kind of soldier, turning them into one of them."
Health: high
Power: verylow
Speed: mediumslow
キ Zombie Dog
"Unfortunately, the virus was also capable of infecting Dogs, the result is a 4 legged Creature that runs faster than a fast Zombie due to Quadrupedalism."
Health: verylow
Power: low
Speed: veryfast
キ Choker
"Mutation caused zombie to lose function of it legs in exchange of stronger body that are more Bullet Spongy."
Health: medium
Power: low
Speed: medium
キ Vomiter
"They look like common zombie except they vomit acidic fluid that can cover your body or deny access to location. Reserch shows that the Vomiter are mutated to allow resistant to & produce an acidic fluid in their body."
Health: low
Power: verylow
Speed: medium
Special: vomits acid that deals acid damage & denys access to a location.
キ Zombie Frog
"A Frog that were infected by the virus, mutating into Zombified Frog that explodes into acidic mess that deny access & affect your body."
Health: ohko
Power: low
Speed: none (standby), slow-fast (hopping)
Special: explodes into acidic mess when killed or collides with players, same function as vomiter's acid.
キ Butcher
"Once an Aspiring Chef who worked at a Premium Restaurant, they unfortunately got infected and mutated into a obese Chef that explodes when killed."
Health: high
Power: medium
Speed: slow
Special: explodes on death, releasing worms.
キ Butcher's Worm
"..except somehow, during the infection process, multiple worm consumed their body and got absorbed into their fat, turning into an zombie worm that preys on humans."
Health: verylow
Power: verylow
Speed: fast
Special: attacks very fast
キ Shadow
"One of the Rare Special Zombies, During the mutation process, Their body become "more like an Shadow Figure", able to pass through walls but in exchange, their intelligence has been severely lowered to the point that they only see humans as the Enemy and simply wander anywhere else if no human were found."
Health: mediumhigh
Power: low
Speed: fast
Special: can pass through all walls, objects, and barricades, meaning they travel straight to you.
キ Mamushka
"a Very rare Special Zombie that can split into multiple copies that live indepedent of their originator."
Health: veryhigh (1st), low-high (subsequent)
Power: mediumlow (1st), verylow-low (subsequent)
Speed: veryslow (1st), slow-fast (subsequent)
Special: split into 2 finite smaller copies on death.
キ Devastator
"The Most Dangerous kind of Special Zombie, Certain Military Veteran were infected by a rare mutated strain of virus that caused HUGE Muscle Growth and have Evolved to have Magnificent Resistance to Gunshot, Blade, & Blunt Wounds. They also have magical power to summon Skeletal Minions by screaming loudly."
Health: extreme
Power: high (punches), low (earthquake punch)
Speed: medium
Special: has a ability to pound ground, causing earthquake; can also spawn skeletal minions.
キ Skeletal Minion
"Devastator's Minions is a undead skeleton powered by Devastator's biological magic, raised from the buried underground (even indoors, via teleportation). The Minions Age is varied, ranging from around 25 year old all the way to centuries old."
Health: medium
Power: verylow
Speed: medium
5.7 Items
There are an multiple item usable in-game:
Healing Items
キ Medicine kit
Fully heals you, take around 5 seconds to finish healing.
キ Blood Bag
Gradually increase your health, take around 10 seconds for the health to become full. Destroyed when the player is attacked while on use
キ Adrenaline
キ
Pain Pills
キ
Cake
キ
Strawberry Juice
キ
Energy Drink
Heals you 5 Points, but temporarliy increase your speeds.
キ Emergency First Aid Kit Box
Places an medkit on the floor. Holding Interact Button (see
5.4 Controls
) on Placed Medkit will Fully Heals you with additional 100 Health Points, same duration as Medicine kit.
Protective Gear
キ Lifevest
A Simplistic Vest made of Bare Materials, give you little bit more health.
キ Body Armour
キ
Helmet
Turrets
キ GECAL .50 Turret
キ
Area Denial System Turret
キ
Hand Operated Turret
キ
Turret Drone
Upgrades
キ Barricades
Upgrades the Barricades material to be stronger and more durable.
キ Guns-for-Hire
キ
Builder's Kit
Allows you to build your own Barricades of varying lengths.
キ Scavenger
Increases Money earned during and after the gameplay session.
Miscellaneous
キ Ammo Box
5.8 Cars
Cars is Usable in the Game's Finale, where it is required for the Player Character to Escape.
The Cars arrive with the Player's Friends Late-Game with very low on fuels, so the Player will have to find a Petroleum that power the Cars.
5.9 Hardcore Mode
In Hardcore Mode, Players will be Required to survive by Consuming Food & Drink, Schedule their Sleep, Maintain their Weapons, etc.
•
6. FRONTEND
6.1 Boot-Up Intro
The Intro Screen on game boot-up will show a video of AutumnSoft Logo Animation, followed immediately into a main menu screen.
6.2 Menu
The Main Menu screen will be Simplistic with several selectable item list like in "Wolfenstein 3D".
6.3 Pause
The Pause screen allows you to reconfigure settings, change a songs ("Johnny's Mixtape" in-game), changing weapons, etc.
•
7. DEVELOPMENTAL TOOLS
All of the Game Code will be Coded in GDScript.
Some Essentials such as Weapon Statistic, Player & NPC Constants, Shops Item, etc. will use Godot's Built-in "ConfigFile" Node.
7.1 Editor
The Maps for the House Segments (the vast majority of the game) will be made using House Planning Tools such as
DreamPlan House Planning
, or if not possible or due to limitation, will be made using Simulation games such as
The Sims
, or Generic Level Editing Tools.
The Maps for the Finale will be Made using (Simplified) Town Building games such as
LEGO Loco
.
All of which will then be remade using the Game Asset in 2D Top-Down Perspective in Godot Engine.
•
8. TIME
Estimated Game Framework Completion is Around 2-4 Weeks.
Estimated Game Story Completion is Around 1 Month
Estimated Game Completion in total is Around 2-4 Months.
(Not Counting Vacation, Hiatus, etc)
•
9. INSPIRATION
This Game Design Documents takes inspiration from:
キ Race'N'Chase (without this we couldn't find a way to make a game design document!)
キ
SAS: Zombie Assault 1-3
キ
Roblox Police Forces
キ
Reason 2 Die: Awakening
キ
Left 4 Dead series
キ
Call of Duty: Nazi Zombies