Plague - 3.03
benedict carter (benedict)
arcade shooter physics simulation roguelike topdown shadows cellular automata gauntlet plague xcom syndicate
Plague is a real-time top down ‚??rogue-like‚?Ě 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 ‚??RPG‚?Ě 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.
-Zoom in and out at anytime to see the level ‚?? 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
Calculated whether sim ‚??on screen‚?Ě by location instead of position (speed increase optimisation) changed max_fps from 50 to 30 (speed increase optimisation) rebalanced bipeds speeds, accelerations, melee_damage, health, turn rates, etc (to make it play better at high speeds) changed zombie_hive placement to be more distributed. Allowed sim placement in opaque (and unblocked) squares. Renamed game_states to be more (obviously) extensible modified make_level and restart_level control flow logic to be better changed buildleveltext.text to show what tech demo is doing
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