Plague - 3.11
Plague is a real-time top down â??rogue-likeâ? arena shooter pitting humans against the zombie horde, inspired by the games Syndicate, XCOM and Gauntlet.
Currently under development, Plague already features procedural level generation, cellular automata modeling for physical effects, a 2D physics engine, AI and line of sight vision for every â??sentientâ? game entity, multiple weapons and a whole heap more, all running in real-time.
benedict carter
(benedict)
Plague is a real-time top down â??rogue-likeâ? arena shooter pitting humans against the zombie horde, inspired by the games Syndicate, XCOM and Gauntlet.
If you want to help with the development of Plague, let me know on the blog site listed below. Code, art, sounds, music, design and testing are all welcome.
In the future Plague will have new features like modifiable â??RPGâ? stats for sims, RTS base building and base defense missions, a day/night cycle, resource management, inventory for sims and the Zombie Plague will continue to mutate as the game progresses. See the To Do lists in the ReadMe for more detail.
Current Features:
-Zoom in and out at anytime to see the level â?? no mini map required -Non-predictable procedural level generation -Vision based on line of sight -AI for all sentient sims -Memory based on what was last seen. -2D physics engine powers object interactions and motion -Finite element modeling of explosions, fire, etc -Fire modeling that allows objects to catch on fire and be destroyed -Lots of firearms, concussion and incendiary grenades, Molotov cocktails
If you want to help with the development of Plague, let me know on the blog site listed below. Code, art, sounds, music, design and testing are all welcome.
In the future Plague will have new features like modifiable â??RPGâ? stats for sims, RTS base building and base defense missions, a day/night cycle, resource management, inventory for sims and the Zombie Plague will continue to mutate as the game progresses. See the To Do lists in the ReadMe for more detail.
Current Features:
-Zoom in and out at anytime to see the level â?? no mini map required -Non-predictable procedural level generation -Vision based on line of sight -AI for all sentient sims -Memory based on what was last seen. -2D physics engine powers object interactions and motion -Finite element modeling of explosions, fire, etc -Fire modeling that allows objects to catch on fire and be destroyed -Lots of firearms, concussion and incendiary grenades, Molotov cocktails
Changes
tweaked bullet properties to try to reduce computational load and weird looking reflections off blocks.
Realised I wasnt using melee_arc to determine whether or not something could be meleed. Now fixed. Zombies and survivors can now only melee things in front of them.
Realised is was calculating melee distances incorrectly. Fixed. Now zombies and humans will consistently correctly melee. This has the effect of making zombies more deadly.
Game is too easy â?? increased zombie_normal and zombie_fast health.
Zombies now react to being shot â?? they will run towards direction of incoming fire.
Realised I wasnt using melee_arc to determine whether or not something could be meleed. Now fixed. Zombies and survivors can now only melee things in front of them.
Realised is was calculating melee distances incorrectly. Fixed. Now zombies and humans will consistently correctly melee. This has the effect of making zombies more deadly.
Game is too easy â?? increased zombie_normal and zombie_fast health.
Zombies now react to being shot â?? they will run towards direction of incoming fire.