Thursday, July 23, 2009

Plague 3.36

Well, Plague seems to be fairly stable, so heres another playable release. I wont get to work on it for the next week at all, so the next release will probably be two weeks away.

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.

Changes:
  • 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
  • doors
  • add more survivors, less weapons and make them start at random locations
  • check shadowing algorithm for bugs (sim removal sometimes removes too much shadow)
  • human corpses
  • zombies drag corpses back to hives
  • refactor level generation as a state machine to control level generation outcomes

Sunday, July 19, 2009

Weekend update

I havent posted Plague 3.36 yet as I'm still working on randomising level generation. The new flamethrower is pretty fun and I've rewritten collision detection to be much faster. Should have a new release in a few more days (as I dont get much time per day to work on it).

Sunday, July 12, 2009

Plague 3.35

I didnt get as much as I wanted to do done today, due to unforseen events. That said, I:
  • Added end of level stats showing your cumulative kill count etc (I'll put in discrete kill count as well next time)
  • refactored: simobject rmeoval to remove a bug
  • refactored the cellular simulations for heat and shockwaves to take time as an input variable, and made them update at varibles rates (trading accuracy for greater speed)
  • increased sim sight radii - need to see further for explosions - Plague is probably too easy right now, dont worry, I've got something planned that you'll either love or hate :)
  • improved smoke art - it was uuuugly.
  • turned off pre-processing of line of sight by default (turn on in options if you want)
Stuff I didnt get done that I'll try for next weekend:
  • Flamethrower (now I've sped up the fire)
  • cave system type level generation
  • city type level generation
  • random level type
  • level generation paramerisations randomly picked to increase level unpredictability
  • add more survivors, less weapons and make them start at random locations