Finally... > Creative Projects
Community-driven roguelike development project underway. Want to design a game?
Tuplis:
Have yourself a freshly baked version!
0.12.8.1.0:
- Moving against a friendly npc swaps positions (ty finka).
- Vastly improved creature behaviour (upgraded from crap to bad). They can now much better handle things like making distinctions between chasing creatures they can see and chasing sounds/smell/creatures they saw but now can't.
- Guess what? More balancing to smell. It's pretty good at the moment I think.
https://dl.dropbox.com/u/84930267/Zombies-0-12-8-1-0.rar
Tuplis:
Hey again.
Just released another one. Not much on this one but since it had been a while, I thought I'd throw one out there.
https://dl.dropbox.com/u/84930267/Zombies-0-12-8-6-0.rar
- When defining a transition to a random map, a transition back to the previous map will be generated automatically.
- Some minor things, can't remember anymore :P
There's currently still some bugs with the camera and bullet tracking. Those are being worked on. Also, a bullet spread system (not based on a bug) is being added.
I'm planning to release 1.0 in the 2012 Annual Roguelike Release Party (ARRP) which is on the 15th and 16th of September. Features for that are basically locked down now, more on them later.
Tuplis:
Hello, everyone
No version on this post but a little progress update of what's currently working in the development version:
- Creatures that are standing next to you and targeting you will follow you to the next map upon transition. This'll enable escort quests to work better and you can't shake zombies off as easily, either. This can quite trivially be expanded to include creatures from further away also and with a delay so as to simulate the previous map still being active.
- The FindCreature objective is fully operational. With it, you can track whether you've found a specific creature yet (or more specifically, whether that npc has seen you).
- Escort objective going along really well.
I will try and release on Sunday. Tomorrow (Saturday) I'll be celebrating my graduation with friends and family so probably can't finish it before then.
Also regarding the ARRP/1.0 features, here's what I'm planning, feature wise:
- Plot is to find your sister and get out of the city (Yea I know it kinda sucks, but I only spent 15 mins coming up with the idea and the content). The city will demonstrate the random map generator and the countryside will be hand-crafted probably by myself.
- Monsters will be balanced so that the game is very tough yet probably beatable. Unless you're dealt a bad hand. The game is still short enough to gain forgiveness for that.
- Strategic depth is already quite deep, the player has to balance between avoiding the monsters, killing them with melee (silent but risky due to damage taken) and using firearms (ranged, noisy, limited ammo). I'll see if I can include the running/perspiration system, so far it seems achievable.
- Tuplis
Briggsy16:
Congratulations on graduating mate.
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