Difference between revisions of "Zombies!"

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Zombies! is a game created by a community-driven [http://en.wikipedia.org/wiki/Agile_software_development agile development] process.  
Zombies! is a game created by a community-driven [http://en.wikipedia.org/wiki/Agile_software_development agile development] process.  
== Project description ==
== Project description ==
The project is managed by [[User:Tuplis|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 [http://en.wikipedia.org/wiki/Continuous_integration 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.
The project is managed by [[User:Tuplis|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-driven approach. Practices typical to agile development such as [http://en.wikipedia.org/wiki/Continuous_integration 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.
 
Project scope has now been further refined. We're looking to steer the game towards a stealth-centric zombie apocalypse scenario with some survival elements on the side. This'll mean the gameplay revolves around moving around and completing objectives undetected and gameplay mechanics are built around that: Creaturescan hear and react to gunshots and other actions and will smell the player. Survival elements such as gathering food will play a part in the backgroud, directing gameplay objectives but not necessarily being centric in terms of gameplay functionalities.


== Features ==
== Features ==
(as of July 2)<br>
(as of July 30)<br>
- Maps can be created by anyone by an easy syntax that uses creatures, items and tiles defined in simple-to-create-and-use xml files<br>
- Maps can be created by anyone by an easy syntax that uses predefined xml object templates<br>
- Random map (city) generation based on xml templates<br>
- Anyone can create items (melee/ranged weapons, armor, health restoration), creatures, quests with objectives and environment tiles with simple xml templates <br>
- Melee and ranged weapons<br>
- Melee and ranged weapons<br>
- Scrolling view of the map, unlimited map size.<br>
- Scrolling view of the map, unlimited map size.<br>
- Line of sight<br>
- Line of sight<br>
- Zombies have rudimentary AI behaviour - attack any living, flock when idle.<br>
- Zombies have rudimentary AI behaviour - attack any living, flock when idle, track any scents, move towards loud sounds<br>
- Multiple maps with transitions between them<br>
- Multiple maps with transitions between them<br>
- Actions can generate noise which creatures can react to<br>
- Creatures can generate smell around them over time and creatures can track other creatures by scent<br>
- Quests with objectives<br>
- NPC's <br>


== Latest developments ==
== Latest developments ==
July 4: Ability to create quests with objectives by using premade or custom made xml files in the QuestTemplates and ObjectiveTemplates folders.
August 6: When defining a transition to a random map, a transition back to the previous map will be generated automatically.<br>
July 2: Implemented scrolling map. Exported player character into PlayerCharacter.xml. Cleaned up and improved the debugging messages a little bit. Fixed a few reported bugs.<br>
August 1: Moving against a friendly npc swaps positions (ty finka). Vastly improved creature behaviour (upgraded from crap to bad). More balancing to smell.<br>
July 1: Added a map made by Sayaks. Beware, that place is tough. Added the possibility to customize Tile templates in the map file (see 1.txt for an example). Guns now spend ammo as you fire and you'll have to reload. For now, ammo is infinite. Fieldnames are <ClipSize> and <AmmoLeft>. You can no longer know if you hit a target if you can't see it.<br>
July 30: Added friendly human npc’s. They start following you when they see you. More adjustment to smell.<br>
June 28: Added inspect mode. <br>
July 27: Created lists for creatures and items where you can define what to spawn on a tile and define what their weight (probability) in relation to the other list items are. Check the ZombieList.xml, WeaponList.xml and 1.txt to see how to use them. <br>
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.<br>
July 24: Random map generation (first version). Random maps can be defined with xml files and linked to custom maps just like a custom map would be. Integers in the xml files can randomized by putting a number range, for example 5-10. The same random number will be used for every instance of that object.
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 24: Added a scrolling messagelog.<br>
June 23: Added the ability to define tiles that can be seen through but not walked on (<SeeThrough>).<br>
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.<br>
June 20: Added symbol and background color fields for each tile. Implemented diagonal moves (costs extra to travel that way).<br>
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).<br>
June 18: Ranged weapons<br>
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.<br>
June 16: Zombies flock.<br>
June 15: Equippable items, zombies now wander around aimlessly when idle, timer that allows for creatures with different speeds.<br>
June 14: Zombies can see and attack the player.<br>


== Credits ==
== Credits ==


=== Management & implementation ===
=== Management & Implementation & Technical Design ===
[[Tuplis]]
[[Tuplis]]


=== Gameplay design & testing ===
=== Gameplay Design & Testing ===
[[Tuplis]]<br>
[[Tuplis]]<br>
Dariush<br>
Dariush<br>

Latest revision as of 09:44, 9 August 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-driven 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.

Project scope has now been further refined. We're looking to steer the game towards a stealth-centric zombie apocalypse scenario with some survival elements on the side. This'll mean the gameplay revolves around moving around and completing objectives undetected and gameplay mechanics are built around that: Creaturescan hear and react to gunshots and other actions and will smell the player. Survival elements such as gathering food will play a part in the backgroud, directing gameplay objectives but not necessarily being centric in terms of gameplay functionalities.

Features

(as of July 30)
- Maps can be created by anyone by an easy syntax that uses predefined xml object templates
- Random map (city) generation based on xml templates
- Anyone can create items (melee/ranged weapons, armor, health restoration), creatures, quests with objectives and environment tiles with simple xml templates
- Melee and ranged weapons
- Scrolling view of the map, unlimited map size.
- Line of sight
- Zombies have rudimentary AI behaviour - attack any living, flock when idle, track any scents, move towards loud sounds
- Multiple maps with transitions between them
- Actions can generate noise which creatures can react to
- Creatures can generate smell around them over time and creatures can track other creatures by scent
- Quests with objectives
- NPC's

Latest developments

August 6: When defining a transition to a random map, a transition back to the previous map will be generated automatically.
August 1: Moving against a friendly npc swaps positions (ty finka). Vastly improved creature behaviour (upgraded from crap to bad). More balancing to smell.
July 30: Added friendly human npc’s. They start following you when they see you. More adjustment to smell.
July 27: Created lists for creatures and items where you can define what to spawn on a tile and define what their weight (probability) in relation to the other list items are. Check the ZombieList.xml, WeaponList.xml and 1.txt to see how to use them.
July 24: Random map generation (first version). Random maps can be defined with xml files and linked to custom maps just like a custom map would be. Integers in the xml files can randomized by putting a number range, for example 5-10. The same random number will be used for every instance of that object.

Credits

Management & Implementation & Technical Design

Tuplis

Gameplay Design & Testing

Tuplis
Dariush
finka
Springare
nullzero
Sayaks

Content

nullzero
Sayaks

Other

Steven Black (yam655) - Blacken UI library