So, about the game. Right now, there is a lot of interest in survival games, like h1z1 and Day Z obviously. Well, I think it sucks that the whole "zombie" part of "zombie survival" games isn't really there. It's kind of just an undertone. Largely you aren't surviving "zombies", but other players, and I'd like to make a survival game where the monsters are a threat rather then a cheap underlying factor.
As such, I've been working on a game in my spare time (as usual), and figured some people may want to follow it or something, to see how far I get, and as stated, I'd like to just post about my excitement over little things that the average person thinks is nothing (like smooth server authenticated user movement), but other devs may appreciate for how hard some things can be for a novice like myself.
Anyway, I'd like to have more then just zombies. I want to have a flurry of creatures. I'd like zombies, but also more. For instance, I'd like vampires (like.... scary monstrous ones, like this guy https://www.assetstore.unity3d.com/en/#!/content/12790 ), mermaids (as a way to not let you into larger bodies of water), Minotaur, Skeletons, etc. To be honest, I don't know how far I'll get. I always seem to leave that little disclaimer on my projects I guess.
Well, I guess onto the current status. A little overview, at the beginning of the night, I had server authenticated user movement, a decent quality test area, and client side item spawning. Pretty decent start.
Tonight, I made the inventory server authenticated. So item spawns are done on the server, and generated to all connected users. I may have to change this down the line. Right now, all items will spawn for everyone, and that could cause lag, and also may make it where some players could follow players by watching what items are picked up and where, thus leaving a breadcrumb trail. I'll likely limit these inventory updates to only happen if a player is in range of another player.
Beyond just items spawning over the network now, inventories also work across the network. Again, this may have to be limited to only the one client and the server. There were some hacking apps that showed what inventories people had in games like DayZ, and this can be prevented by only allowing the client to know what it's own inventory is. But hey, it works.

Last thing I want to say is that I have a Trello board set up for this game. And I've been slacking on doing things with the game, but since I have this list of things to be done on Trello, I've decided to try (like really try) to get one thing marked off the list every day. I don't know if this is really a smart goal, but I figure one item off the list a day is a good way to try to get things rolling.
Anyway, That's my massive start post with this. As things get a bit further, I'll start adding in pictures/gifs/videos and such to let you guys follow my work a bit more. Hopefully I keep too it.
