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Zombie Survival Game Script

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eleemather
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0% found this document useful (0 votes)
21 views3 pages

Zombie Survival Game Script

Uploaded by

eleemather
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

import time

def finish() :
while True :
if User_Choice == "finish" :
if Trap_numbers >= 50 :
print ("The sun rose. You never thought you would see another day.
However despit all odds, you have survivied. Maybe, just maybe, you will survive.\n
End of Game. You Won")
if Trap_numbers <= 50 :
print ("The zombies approached nearer. You could hear them outside
your base. They edged closer.\n End of Game. You Lost")
Objects =
["Wire","Shovel","Bullet1","Wire_Cutters","Glasses","Camera","Trolley","Axe","Sand_
bags","Bricks","Coin","hose","Batteries","Alcohol","Pain_killers","Canister","Bulle
t2","Loaded_gun","Gun","Sticks","Picture","Trolley_Sand","Trolley_Bricks","Trolley_
Fence","Fence","CAmera_battery","Canister_hose"]
Inventory = [" "]
Interactive_objects =
["Bill","Jeremy","Father_Bernard","Forest","Police_car","Usable_Car","Cash_Register
","Hole_in_Wall","TraoDoor","Lock","Grafitti"]
People = [" "]
Places = ["Crash_site","Shop","Church","Base","Petrol_Station"]
print ("When the undead attacked we weren't ready.","Thinking back, we were never
fully ready for this.","The whole outbreak started over two weeksago and it's been
getting worse ever since.","This time we barely made it. We got away, but Bill got
bitten.","We both knew what that meant....","\nWe decided to stay in this abandoned
building for a while.","We needed to rest and sleep.","A huge horde of the living
dead is coming this way...","\nThey will reach us by sunset.","I have to lock this
place up before that happens and maybe - just maybe- I will live to see another
day.")
User_input = input("Press q to continue: ")
if User_input == "q" :
print("\033c", end="")
User_place = "Base"
print ("You are at the", User_place,", would you like to stay here and look around,
or go somewhere else? \n(Places are in the Places document). If you would like to
finish, type finish. ")
User_Choice = (input()).lower()
finish()
Time_left = 720
metal_fence = "Also outside, there is a metal fence. Part of it has been broken,
but the broken metal is still lying around."
Power_generator_on = " "
bucket_contents = "cement"
Lock_Status = "with a lock on, "
Shovel_status = "with a shovel ontop."
Jeremy_Status = "There is Jeremy at the shop."
camera_status = "In the shop, there is a camera"
zombie_status = "There is also a pit with a zombie inside,"
glasses_Status = " next to the zombie is a set of glasses."
trolley_status = " Outside is a trolley."
Father_Bernard_status = "Inside, there is Father Bernard."
axe_status = "Outside there is an axe."
Sand_bags_status = "There are also some sand bags outside,"
bricks_status = "along with some bricks."
Hose_status = "Hose, "
batteries_status = "Batteries"
alcohol_status = "alcohol"
Shelves_status = " On the shelves there is a" ,Hose_status,batteries_status," and
",alcohol_status,"."
Trap_numbers = 0
def at_base() :
print("\033c", end="")
print ("There is a bin outside the house. There is a small hole in the wall
outside.",metal_fence," Next to the fence there is a power
generator." ,Power_generator_on, "Inside the house, there is a bucket
with" ,bucket_contents, "inside. Futher in side, there is a trap door
",Lock_Status, Shovel_status, "\nIf you would like to interact with something, type
interact. If you would like to leave, type leave: ")
User_Choice = (input()).lower()
def shop() :
print("\033c", end="")
print(Jeremy_Status, "There is also a piece of grafitti on the wall of the
shop. ",camera_status, zombie_status, glasses_Status, trolley_status,"\nIf you
would like to interact with something, type interact. If you would like to leave,
type leave:")
User_Choice = (input()).lower()
def leave() :
print("\033c", end="")
place_choice()
def interact() :
print("\033c", end="")
print("What would you like to interact with? ")
def church() :
print("\033c", end="")
print ("There is a church.",Father_Bernard_status,
axe_status,Sand_bags_status,bricks_status,"\nIf you would like to interact with
something, type interact. If you would like to leave, type leave: ")
User_Choice = (input()).lower()
def petrol_station() :
print("\033c", end="")
print ("There is a cash register.",Shelves_status,".\nIf you would like to
interact with something, type interact. If you would like to leave, type leave: ")
User_Choice = (input ()).lower()
def place_choice() :
if User_Choice == "stay" or "look around" :
at_base()
if User_Choice == "leave" :
leave()

if User_Choice == "interact" :
interact()

if User_Choice == "shop" :
shop()

if User_Choice == "leave" :
leave()

if User_Choice == "interact":
interact()

if User_Choice == "church" :
church()

if User_Choice2 == "leave" :
leave()
if User_Choice == "interact" :
interact()

if User_Choice == "petrol station" :


petrol_station()

if User_Choice2 == "leave" :
leave()

if User_Choice2 == "interact" :
interact()
place_choice()

Common questions

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Including elements such as a pit with a zombie and widely distributed tools across various locations adds diversity to gameplay, offering players numerous challenges, strategic options, and immersive scenarios. The zombie pit creates localized threats requiring careful navigation or creative solutions to neutralize. Distributed tools encourage exploration, critical thinking, and adaptive strategy formation. This setup fosters player engagement by ensuring continual interaction opportunities, reward for exploration, and dynamic problem-solving, thereby keeping the narrative compelling and the gameplay intriguing .

Having a character like Jeremy stationed at the 'shop' offers dynamic interactions and narrative depth within the game. His presence could imply additional support, potential trades, or scenario-specific dialogues offering insights or new tasks within the game. It suggests that interaction with Jeremy can influence gameplay factors, such as acquiring necessary items, gaining information about threats, or forming alliances. This character dimension enhances the richness of the storyline and the player's engagement through social interactions and decision-making .

The strategic placement of items like the camera, zombie, and others within the shop affects a player's approach to navigating challenges and threats. The camera's presence might provide information or enable the player to monitor areas for safety, while the confined zombie suggests a potential threat needing careful navigation or possible confinement strategy. Additionally, utilitarian items like glasses and a trolley could offer means for improving visibility or carrying other resources, thus highlighting the importance of strategic planning and utilization of available tools to ensure survival and progression .

User choice is central to the navigation and area-specific interactions within the game. Players can decide where to explore by typing location names (e.g., 'base,' 'shop,' 'church,' etc.), and these decisions dictate the scenarios they encounter. The user's selections, such as 'interact' or 'leave,' further shape their experience and engagement with interactive elements, potentially influencing game outcomes. This choice-driven mechanism emphasizes adaptability and player agency in progressing through the narrative and encountering various challenges .

The dual outcomes of the game, contingent on whether the player has created enough traps, underscore themes of preparedness, consequence, and survival amid chaos. Winning suggests effective preparation and resourcefulness, as achieving a high trap count (>= 50) results in survival against the undead. Conversely, losing due to insufficient trap numbers (< 50) conveys the risks of inadequate planning and preparation in the face of existential threats. These outcomes emphasize the game's message on the necessity of strategic foresight and resilience in overcoming deadly challenges .

Interactive objects are elements within the game environment that players can choose to interact with as part of gameplay. Players can type 'interact' when prompted to engage with these objects, which include characters and items such as 'Bill,' 'Jeremy,' 'Father_Bernard,' 'Police_car,' 'Cash_Register,' etc. The interaction with these objects likely influences the game's progression or outcome, although specifics are determined by the player's choices and the game's programmed responses to interactions .

The graphic description of the undead closing in, with references to time when they will reach the player's location, serves to heighten tension and urgency, directly influencing player actions. This imminent threat forces players to prioritize security measures, evaluate resource allocation quickly, and make strategic decisions under pressure. The player must efficiently manage time and resources to navigate potential escape or confrontation scenarios before the undead arrives, thereby enhancing narrative intensity and engagement with the storyline .

To win the game, the player must type 'finish' when the 'User_Choice' is prompted and ensure that 'Trap_numbers' is greater than or equal to 50. If these conditions are met, the game concludes with the message indicating survival: 'The sun rose. You never thought you would see another day. However despite all odds, you have survived. Maybe, just maybe, you will survive. End of Game. You Won' .

The metal fence and its broken section represent critical environmental factors within the game's survival narrative. As a defense element, the fence's integrity helps define safe zones from threats, such as zombies. The broken metal could symbolize vulnerability, necessitating resourceful repair or reinforcement actions by the player to enhance protection and security. Players' interaction with this broken fence could be essential for strategic defensive planning, making it a significant gameplay component requiring attention and resource allocation to improve the safety of the protagonist's base .

The diverse range of objects such as 'Wire_Cutters,' 'Glasses,' and 'Trolley' illustrates a game design that encourages puzzle-solving and resource utilization. These tools suggest varying scenarios where they might be necessary to overcome obstacles or disable threats. For instance, wire cutters could be involved in disarming traps or opening secured areas, glasses might enhance visibility in low-light conditions, and trolleys could facilitate transporting heavy items. This diversity in object utility underlines a rich problem-solving landscape, enabling players to creatively strategize and navigate the game challenges .

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