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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAdult/Educational CompoThe Zombie Apocalypse Training Simulator
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Author Topic: The Zombie Apocalypse Training Simulator  (Read 23080 times)
Melly
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« Reply #20 on: July 24, 2009, 05:14:01 PM »

Thanks. Still working on it, getting a player moving around needs me to actually have most of the basic internal logic working, or else I'd just have to rewrite it.
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Melly
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« Reply #21 on: July 25, 2009, 09:57:47 AM »

I just read the Zombie Survival Guide. It's pretty interesting, though obviously it only focuses on one kind of zombie. Still, a valuable source of material.
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Melly
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« Reply #22 on: July 25, 2009, 12:47:49 PM »

Update:



It doesn't LOOK like much, but there's a good bit of stuff going on here behind the scenes. Still a lot of work ahead of me.
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« Reply #23 on: August 05, 2009, 11:00:11 PM »

This is basically one of the games I've always wanted to make just so I could play in. On that note, FINISH THIS EVEN IF YOU RUN OUT OF TIME FOR THE COMPETITION, YOU WILL BE A HERO AMONG MEN
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Melly
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« Reply #24 on: August 06, 2009, 09:59:14 AM »

I'm going to keep working on it, but the chances of it making the deadline are nil. It's too complex for it, even if I was working on it non-stop I'd probably only have a barely playable alpha with very little of what I want in it, and making it simpler is out of the question for what I want it to be.

These days I had gotten a big inspiration on another project so I had been focusing on that a bit, but I'll get back to this one eventually.

I'm going to use it to build a good structure for Flash-based roguelikes, which I plan on using for other games (and overall to test the feasability of that concept. I mean, imagine playing your favorite rogue on any browser?). I'm probably going to create a devlog for it after the deadline, since I've been needing some help getting this to work properly. Rogues are even more complicated in  an environment made for real-time games, it seems.

For those curious, the other games I plan on making with this engine are a pokemon-based rogue and one about surviving in the wild (as usual after a plane crash. You can't have disaster without planes!) which should be similar to this one in many aspects, but focusing on dealing with wild animals and other issues instead of z's.
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Farmergnome
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« Reply #25 on: August 06, 2009, 01:33:25 PM »

Awww dude, but youll finish it right?  Ill love you long time if you finish it.  Grin
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« Reply #26 on: August 06, 2009, 04:22:19 PM »

I love the sound of your future game concepts. I've always liked the idea of using rogues as really sandbox-y games, especially survival simulations. The amount of complexity one can fit inside a roguelike is perfect the genre. I had some big, fantastic ideas for a post-apocalyptic roguelike centered around rebuilding the world from the ashes of civilization and all that, but I get the feeling that such a project would be somewhere in the area of Dwarf Fortress in complexity (not that I won't try anyway at some point).

In any case, I am hell of looking forward to anything you to manage to finish or at least put out for the public to play.
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« Reply #27 on: August 07, 2009, 03:32:23 AM »

I've always like zombie games so even if you don't make a deadline, please finish this! Smiley
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Melly
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« Reply #28 on: August 07, 2009, 08:55:52 AM »

Does anyone here know of other rogues that work in browsers?
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« Reply #29 on: August 07, 2009, 11:47:29 AM »

Does anyone here know of other rogues that work in browsers?
Wayfarer is a pretty recent and decent one.
http://benhem.com/games/wayfarer/

And RogueBasin has a whole list of browser-based roguelikes.
http://roguebasin.roguelikedevelopment.org/index.php?title=Browser
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Melly
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« Reply #30 on: August 07, 2009, 12:30:36 PM »

Thanks. Smiley

And is it me or is your post-count not increasing since the last 2 posts? Shocked
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Melly
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« Reply #31 on: August 07, 2009, 12:42:07 PM »

Also, cool, none about zombies. Beer!
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« Reply #32 on: August 08, 2009, 12:29:04 AM »

No problem, always happy to help out a fellow roguelike fan/developer with interesting ideas. Aaand that's a possibility, the internet works in all kinds of mysterious ways.
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« Reply #33 on: August 08, 2009, 07:14:02 PM »

Zomband might help in your studies.
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« Reply #34 on: August 20, 2009, 06:53:58 PM »

so how's the progress coming along? been waiting for this game from the start of the compo.
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Melly
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« Reply #35 on: August 28, 2009, 03:50:18 PM »

Slow, but going. I've been working a lot on my projects, but there are priorities to it. I'm thinking of focusing on some projects that would give me some financial return. Still, it's very far from dead, though I've hit a bit of a stump as far as engine implementation goes.
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