Plague - 3.19
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.
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.
-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
added back end code to allow me to add arbitrary game objects easily. Will be useful in the future when players design bases. Use cursor keys to pick/place/remove. Only works in â??test modeâ?.
Removed some debug print code I shouldn't have left in (whoops!)
added UI text so the player can see the formation (and placeable game object)
sped up world partitioning algorithm, so it takes 2500ms instead of 5000 ms to partition an average level (speeds up map creation time by 33%).
fixed the way sims pick up ammo and drop ammo â?? should get rid of weird ammo related bugs introduced in version 3.14.