Plague - 3.05
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.
benedict carter
(benedict)
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.
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.
Current Features:
-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
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.
Current Features:
-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
Changes
Deleted unused game_states
updated ReadMe for typos
removed grenade dropping when player is dead/None (only added for my testing)
randomised shrub health
made zombie_hives bleed when shot
decreased gauss_rifle_bullet so it doesnt destroy concrete_blocks instantly
fixed square_project so it doesnt automatically stop all things
decreased grenade health to 0.5seconds â?? more satisfying
increased normal and fast zombie speeds
decreased normal and massive zombie melee arcs
investigated massive zombies seemingly not taking damage â?? no error found
battle would not restart (while True loop with no exit) - fixed