Difference between revisions of "Zombies!"

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== Latest developments ==
== Latest developments ==
June 27: Npc's now see diagonally, but that 'costs' them extra seeing range by a factor of sqrt(2). Fixed npc's not properly seeing to the southwest and northeast. Fixed closing doors diagonally.
June 26: Added a field that lets you define whether a tile can be shot through. Added an item class that can heal the player.<br>
June 26: Added a field that lets you define whether a tile can be shot through. Added an item class that can heal the player.<br>
June 25: Added map makers the ability to link maps together with a special TransitionTile (check TransitionWest.xml for reference). Use > to travel between areas.<br>
June 25: Added map makers the ability to link maps together with a special TransitionTile (check TransitionWest.xml for reference). Use > to travel between areas.<br>

Revision as of 18:54, 27 June 2012

Zombies!
Beta Project
Developer Tuplis
Theme Zombie
Influences Community-driven
Released June 11, 2012
Updated Continuously
Licensing Closed Source
P. Language Java
Platforms Undecided
Interface ASCII
Game Length Short
Official site of Zombies!


Zombies! is a game created by a community-driven agile development process.

Project description

The project is managed by Tuplis who is also the sole coder but anyone can join as a gameplay designer. The project was initiated as an experiment on whether it is viable to develop a game using an agile, community-driver approach. Practices typical to agile development such as continuous integration and agile planning are used. Only a vague description of the game scope was initially locked down: A zombie apocalypse Roguelike. Anyone looking to participate can join with the developers in the project's homepage where the current version and project documentation are provided.

Latest developments

June 27: Npc's now see diagonally, but that 'costs' them extra seeing range by a factor of sqrt(2). Fixed npc's not properly seeing to the southwest and northeast. Fixed closing doors diagonally. June 26: Added a field that lets you define whether a tile can be shot through. Added an item class that can heal the player.
June 25: Added map makers the ability to link maps together with a special TransitionTile (check TransitionWest.xml for reference). Use > to travel between areas.
June 24: Added a scrolling messagelog.
June 23: Added the ability to define tiles that can be seen through but not walked on (<SeeThrough>).
June 22: Added the ability for a map-maker to spawn or have a certain chance to spawn a user-made item or creature on a user-made tile. Check BasicZombieFloor for an example. Also implemented bullet trails. Weapon damage is now based on die rolls.
June 20: Added symbol and background color fields for each tile. Implemented diagonal moves (costs extra to travel that way).
June 19: Doors. Ability for map makers to define every tile they put on a map with an xml file (check the 2.txt map and the xml files under Resources/WorldTemplates folder).
June 18: Ranged weapons
June 17: Generic xml builder that lets anyone create creatures, items, etc with xml files. Bresenham line of sight, max sight range for the player.
June 16: Zombies flock.
June 15: Equippable items, zombies now wander around aimlessly when idle, timer that allows for creatures with different speeds.
June 14: Zombies can see and attack the player.

Credits

Management & implementation

Tuplis

Gameplay design & testing

Tuplis
Dariush
finka
Springare
nullzero

Content

nullzero

Other

Steven Black (yam655) - Blacken UI library