Plague - 3.35
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
I didnt get as much as I wanted to do done today, due to unforseen events. That said, I:
Added end of level stats showing your cumulative kill count etc (I'll put in discrete kill count as well next time)
refactored: simobject rmeoval to remove a bug
refactored the cellular simulations for heat and shockwaves to take time as an input variable, and made them update at varibles rates (trading accuracy for greater speed)
increased sim sight radii - need to see further for explosions - Plague is probably too easy right now, dont worry, I've got something planned that you'll either love or hate :)
improved smoke art - it was uuuugly.
turned off pre-processing of line of sight by default (turn on in options if you want)
Stuff I didnt get done that I'll try for next weekend:
Flamethrower (now I've sped up the fire)
cave system type level generation
city type level generation
random level type
level generation paramerisations randomly picked to increase level unpredictability
add more survivors, less weapons and make them start at random locations
Added end of level stats showing your cumulative kill count etc (I'll put in discrete kill count as well next time)
refactored: simobject rmeoval to remove a bug
refactored the cellular simulations for heat and shockwaves to take time as an input variable, and made them update at varibles rates (trading accuracy for greater speed)
increased sim sight radii - need to see further for explosions - Plague is probably too easy right now, dont worry, I've got something planned that you'll either love or hate :)
improved smoke art - it was uuuugly.
turned off pre-processing of line of sight by default (turn on in options if you want)
Stuff I didnt get done that I'll try for next weekend:
Flamethrower (now I've sped up the fire)
cave system type level generation
city type level generation
random level type
level generation paramerisations randomly picked to increase level unpredictability
add more survivors, less weapons and make them start at random locations