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Zombie Simulator

Farted by AmberArachnidClock, March 30, 2010, 07:07:23 PM

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AmberArachnidClock

This is eventually going to be a full fledged zombie survival game with civilians and zombies. Before I go ahead and create the hero character you control, I want to get the civilian vs. zombie interactions down. This is what I have so far.
[flash]http://files.myfrogbag.com/csdp60/zombie1.swf width=550 height=400[/flash]

Notes:
When the zombie hits the civilian, they pause breifly. An attacking animation will replace this eventually.
When the civilian turns from a civilian to a zombie it goes dark for a second. There will be a kind of transformative animation here.

Slurpee

is there a chance of a blu fending off a green or do they always lose?

also fast zombies boo

AmberArachnidClock

Quote from: Slurpee;1741718is there a chance of a blu fending off a green or do they always lose?

also fast zombies boo

I'm going to make special civilians that have guns but right now they always lose

Faygo

Quote from: Satellite (Virgin);1741726I'm going to make "special" civilians that have guns but they always lose
fixed

peyoteclock


Flounderpa

the zombie horde will always attack a single target? why not make them independent
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AmberArachnidClock

Quote from: Hazard Clock;1741892the zombie horde will always attack a single target? why not make them independent

They are independent, at the moment they go after the civilian closest to them which often means that they attack the same one.

Slurpee

nobody's pointed this out yet but this is pretty cool good job satellite

Slurpee

it happens when they come in at funny angles

edit: or I guess just some of the time for no clear reason

AmberArachnidClock

Quote from: clammo;1741960those zombies are getting pretty cocky doing 360 spins before taking down their target
Yeah the angle actionscript is kinda weird I'm gonna try and fix it.


Quote from: clammoalso, are the civilians escaping to corners on purpose? it seems like they all just run for corners then stop and get owned
It just kinda happens like that when the zombies are chasing them, I'll prob add some extra actionscript to make it more realistic

Quote from: RibsClock;1741966Yeah not as big a fan of super fast zombies

Honestly it just works better with the overall game mechanics. This game is gonna be more action than horror, although I'm gonna try and put some scares in

RomanClock

Nice job! What method are you using to make sure they don't overlap?
lemayo lol :soups:

AmberArachnidClock

Quote from: RomanClock;1742288Nice job! What method are you using to make sure they don't overlap?


Thanks, I'm basically just checking the distance between each guy to do the detection. If they are to close then the code checks whether the differences between their x values or y values are greater. If the x's are greater then it moves them horizontally away from each other and if the y's are greater then it moves them vertically apart.
It's a lot of code and it's a little messy but I think it  ended up actually working pretty well.

DWARFINATORclock

This has a lot of potential to turn into something really cool.

Loki Clock

Quote from: Satellite (Virgin);1741972Honestly it just works better with the overall game mechanics. This game is gonna be more action than horror, although I'm gonna try and put some scares in

You should consider changing from zombies to a howuh of your own creation.

I like these infection simulation type engines.

AmberArachnidClock

This is probably the last of this game you'll see for a while. I'm going to upgrade flash soon and get actionscript 3 and rebuild this game. Mess around with this if you like, WASD moves, mouse aims, mouse1 shoots, r reloads, shift sprints, space aims
[flash]http://files.myfrogbag.com/csdp60/zombie3.swf width=550 height=400[/flash]

Loki Clock

Shooting does not work for me. I'm using a Mac.

Beret

This is cool! Nice job Sat.