Pistol: six-bullet capacity, medium range, high clip spawn
rate, low recovery time between shots, moderate damage.
Shotgun: Two-bullet capacity, short range, moderate clip
spawn rate, moderate recovery time between shots, high
Rifle: Five-bullet capacity, long range, moderate clip
spawn rate, high recovery time between shots, high damage.
Uzi: Thirty-bullet capacity, medium range, low clip spawn
rate, low recovery time between shots, low damage.
Club: No bullet capacity, close range, low damage.
Knife: No bullet capacity, close range, low damage.
Grenade: Start with four, high damage within blast radius,
low spawn rate.
Standard: Moderate speed, moderate health, short reach,
moderate damage, high spawn rate.
Canine: fast speed, Low health, short reach, moderate
damage, moderate spawn rate.
Large: Low speed, high health, long reach, moderate damage,
low spawn rate.
Giant: Low speed, extreme health, long reach, high damage,
very low spawn rate.
Med kit: Restores 5 to 10% health, moderate spawn rate.
Vest: Low damage absorb.
Reinforced vest: Moderate damage absorb.
Combat vest: High damage absorb.
Killing a zombie would cause one of the above items to
spawn, in effect you're salvaging items that the zombie has
for one reason or another decided to keep from previous
victims. Every minute (just as an example), the fallen body
of a victim spawns at a random place on the map. Finding the
body allows the player to find up to three items.
the low/moderate/high values listed above are relative, of
course, so even high doesn't mean "high", just that it's
more effective than other items of its class.
Giant zombies should also have their own footstep sounds,
except for whilst traveling through water sectors.