Plague - 3.36
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
There is a desperate need for some better artwork for the Rocket Launcher (RT) and Flame Thrower (FT), both images and sounds. If anyone wants to help out (with that or anything else), please feel free.
Flamethrower (oh so much fun)
city type level generation
random level type
level generation paramerisations randomly picked to increase level unpredictability
Changed collision checking to be event based (speed op)
Removed various bugs (sorry, cant remember, too tired)
Todo in the near future:
cave system type level generation
RL_bullet bug - sometimes explodes straight away as it collides with RL (need to add a min safety dist check)
tile based background
add more survivors, less weapons and make them start at random locations
check shadowing algorithm for bugs (sim removal sometimes removes too much shadow)
zombies drag corpses back to hives
refactor level generation as a state machine to control level generation outcomes