Plague - 3.06
benedict carter (benedict)
arcade shooter physics simulation roguelike topdown shadows cellular automata gauntlet plague xcom syndicate
Plague is a real-time top down ā??rogue-likeā? 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 ā??RPGā? 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 ā?? 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
Eval is evil ā?? it has a ā??memory leakā? and its not as fast as a lambda function removed eval from entire code base (whew!) set battle game scale to 1 so players knew that there was a game to play (it was too zoomed out) made zombie_massive more red to distinguish from zombie_fast and made it larger increased sight radii to tempt players to zoom out changed control scheme (mouse wheel weapons and QE zoom) ā?? see instruction help page for more information changed zombie_massive health from 5000 to 2000
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