Plague - 3.25
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
Op: AI code sped up by factor of approx 10* (thanks Sean).
Op: Control code sped up by being event based (thanks SanityImpaired)
Op: Simobject.py controls moved to controls.py
Op: onfire checking code now only applies to sims with AI.
Op: Timer code sped up by selective updating (thanks Sean).
Op: Timer code now uses sets
Op: Bullets the bounce too often are now killed (removes massive FPS drop spikes).
Op: LOS speed optimisation turned back on by default (leads to artifacts)
Starting zombies now a separate parameter to num_zombies
Made background color darker
Reduced sim sight radius (so that at full zoom in you see to edge of screen)
Allowed AI sims to share ammo
Changed all fonts to boston (thanks Sean)