Thanks for the reply, I was afraid I'd get no feedback since I know that one man alone can't see the full potential behind an idea.
Anyway I've gone a bit further into the idea and began databasing items and the like, along with digging into the actual story of the game.
Hmm, yeah, the Infected stat (renamed Virus stat now just to shorten it) IS sort of a renamed poison, it just has a small stat penalty (-5% to all primary stats) and that it can only be cured by an uncommon, limited item. I really wish I could alter the amounts of Slip Damage dealt by such a state, but I'm no scripter.
The GUN stat had me stumped when I thought of it. It would be infinitely better if I could find a script that changes the default Spirit stat into something that defines spell accuracy rather than damage, but damn.
You progress the strength of your guns by, well, FINDING BETTER GUNS.
Of course, it's not gonna be easy to hide them without being cheap about it, so they'll often be behind some sort of optional puzzle, battle, or given to you by a survivor.
Did I say Survivor? Yeah. I logged in a couple more hours of Dead Rising and figured, what the hell, why not add survivors? Right now I'm thinking about 15-20 is a good number, and I've already created 5 of them.
Also, to answer another question, no, you won't be fighting the same zombies throughout the game (I played someone else's zombie game for reference, and it was god awful). I've listed 20 common enemies, with at least 49 variations (MOST types have both gender types, and the more common types have two palette swaps just to make sure you're not shooting at the same middle-aged zombie guy).
8 of those 20 common types are different from run-of-the-mill zombies, inspired by things such as Resident Evil's Tyrants and Left 4 Dead's Special Infected
The other 12 are variants of regular zombies, including "elite" ones that are identified by certain signs such as paler skin, and later on, glowing eyes, strange growths, etc.
There will also be child zombies (because Silent Hill's school scared me) and obese zombies (because Zombieland made me laugh)
Also, just like Dead Rising, there will be human enemies. Right now I only plan to have about 5 or 6 of them.
I tried toying with the currency idea and it then turned into a more realistic approach. Since there won't be a prominent comedy theme during the game (though there will be funnies) I instead made it so that the characters collect money just like anyone else, and can later pay survivors for their findings. However the purchase-able supplies are limited to healing items. And they don't sell the virus cure.
Also I finally settled on a "zombie cure" name. It is know called "Z-Away". 'Cuz I thought that "Zomb-X" sounded too much like Zombrex, that "Zombaway" sounded stupid, so "Z-Away" sounded suitable.
Oh, and just to note on what other progress I made, I wanted a way to add some other states. Right now, some of them are:
-Wound -> Slip damage and a small RES debuff (-10%). Occurs when slashed by certain attacks. Can be cured by any "Bandage" item, which also restores CND
-Dizzy -> Accuracy debuff. Occurs when a character takes blunt force from certain attacks. Can be cured by Painkillers.
-Downed -> Character cannot move or evade for 1 to 2 turns, while suffering a RES debuff. Occurs when a character gets knocked down by a heavy enemy (and no, I didn't import the Tank or Charger into this game).
-Crippled -> SPD and RES debuff. Occurs when an enemy attacks your legs, and can be infliced on enemies with "Leg Shot"-like Ranged attacks. Oh, and meanie survivors have guns sometimes, so yeah. Cured by Anasthetic shots.