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1059454 Posts in 43082 Topics- by 35034 Members - Latest Member: knaw315

October 31, 2014, 07:18:52 PM
TIGSource ForumsFeedbackDevLogsSwamp Fever
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Author Topic: Swamp Fever  (Read 971 times)
man of doom
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« on: October 26, 2012, 12:52:58 PM »

Swamp Fever is a game I've been working on in tiny increments over the past couple of years, as a little side project I keep going back to. It's essentially a top down shooter, with a procedurally generated play area and the aim of collecting fuel to refuel your car and shooting/avoiding zombies for the duration.

It was largely inspired by the Scavenge mode from L4D2, which I was playing a lot when I started working on it.

I thought I'd start a DevLog seeing as I was getting to the point where people might actually be able to play the damn thing, and see if anybody was interested.

Screenies:





Stuff that's in:
Shooting zombies!
Blowing up gas cans!
Setting things on fire!
A reasonably pretty lighting system using surfaces!
Winning and getting a delicious placeholder screen!

Stuff that is going to go in:
EDIT: Procedural mapping system that creates unique regions distributed around the swamp with each play for more engaging play and further replay value.
Multiple player characters with different weapons and abilities
Increasing complexity with every successive completion (think desktop dungeons, this will add more zombie types, environmental hazards and features, specialised enemies, hidden equipment etc)
Achievements of some sort.
All out survival mode.
Ability to not use surfaces and have a less pretty but more compatible lighting system

Stuff that won't change or has been cancelled down the line:
Resolution. I picked a stupidly small one for some unknown reason but I'm not willing to redo all the graphics and recalibrate all my code.
Removed ability to enter buildings as it was really complicated and added nothing to the game.
« Last Edit: November 05, 2012, 04:16:48 PM by man of doom » Logged

http://manofdoom.co.uk
Where all my stuff is at!
http://soundcloud.com/man-of-doom
Various musical stuff of mine
man of doom
Level 2
**


It's not Tom and Jerry!


View Profile WWW
« Reply #1 on: November 05, 2012, 04:15:31 PM »

Minor gameplay update and some stuff about procedural generation plans. Been busy what with full time job and a host of other responsibilities blah blah.

Updates:
More characters with different gameplay styles added.
Fixed loads of bugs.
Better report.
Better readability of player status.
Character selection:



Plans for procedural generation:

Spent a while on the train to and from my 2 day holiday brainstorming and planning out a much more interesting and worthwhile procedural mapping system. It basically involves placing regions which develop automatically into certain zone archetypes (town, swamp, graveyard, etc). The initial object that starts it all spawns a bunch more in a context sensitive manner, then those get the chance to create some more etc, becoming less likely to develop further at longer ranges from the start point.

Stick a few of these about the map to create much more interesting regions to explore and more complex gameplay opportunities. This should make the game generally much more interesting to play as it will add more involving levels rather than a fairly empty swamp region with trees, water and zombies about.
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http://manofdoom.co.uk
Where all my stuff is at!
http://soundcloud.com/man-of-doom
Various musical stuff of mine
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