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Author Topic: Zombieland  (Read 3628 times)

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ChronicRat

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Zombieland
« on: February 21, 2015, 05:49:09 pm »
I'm trying to get a new job, so they gave me a test task with the conditions: topdown shooter or whatever you want, 2000 active objects, several static objects, collisions etc, no game engines, no physics engines. 3rd party libs allowed. Time: one week. I decide to use SFML and GLM. All other code was written less than seven days. Graphics and sounds were stolen from internet, from www.opengameart.org mostly.
So today I was done the game, and it is Zombieland.
Enjoy!
Source code. May be it can be useful for someone new to SFML.
Binary.

http://youtu.be/zB1a2nTSgb0
http://youtu.be/D5RC1KXdaeM
« Last Edit: February 23, 2015, 02:23:33 pm by ChronicRat »

StormWingDelta

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Re: Zombieland
« Reply #1 on: February 21, 2015, 09:01:19 pm »
hmm only 2000 objects?  Looks like fun though. :) The real challenge would be doing this for 10,000 objects or more.  8)

Also good luck on the job. :D
I have many ideas but need the help of others to find way to make use of them.

ChronicRat

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Re: Zombieland
« Reply #2 on: February 21, 2015, 09:34:49 pm »
You can set up to 30000 from command line.

StormWingDelta

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Re: Zombieland
« Reply #3 on: February 21, 2015, 11:42:37 pm »
lol found a good way to survive the hard mode and that's to beeline for a corner or pray RNG places the perfect chain of bombs. :)
I have many ideas but need the help of others to find way to make use of them.

ChronicRat

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Re: Zombieland
« Reply #4 on: February 22, 2015, 05:16:16 am »
This is the only way to survive... little more. =)

StormWingDelta

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Re: Zombieland
« Reply #5 on: February 22, 2015, 05:47:06 am »
I wonder how low my FPS would go if all the zombies had grenades to throw and guns to shoot? ???


It would be kinda funny due to all the higher number of objects. 30,000 mobs each with primary fire of an assault rifle and secondary fire of a grenade toss.  Oh man.


If you ever get around to it maybe add a GUI menu for the console commands we have to put in to change the settings currently.  Also could add controls over say the number of bombs spawned and other non-enemy objects as well.  Might be fun to have a large number of bombs ready to go off and watch the chain-reaction of doom go all over the map. :P
I have many ideas but need the help of others to find way to make use of them.

ChronicRat

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Re: Zombieland
« Reply #6 on: February 22, 2015, 06:01:29 am »
I did barrels' apocalypse with the whole island viewed on the screen. It looks very cool! =) Parameters of view are defined in scene.cpp. There won't be much time to add mouse wheel control for them.
Also there is island's size parameter. So there can be applied such behavior: if zombie is far-far from player he will stay and do not attack, that allow us to create very big islands.
« Last Edit: February 22, 2015, 06:10:16 am by ChronicRat »

Glocke

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Re: Zombieland
« Reply #7 on: February 24, 2015, 02:17:35 pm »
Nice work! Btw is the music by Frank Klepacki? It reminds me of Command & Conquer... ^^
Current project: Racod's Lair - Rogue-inspired Coop Action RPG

ChronicRat

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Re: Zombieland
« Reply #8 on: February 24, 2015, 07:44:00 pm »
Btw is the music by Frank Klepacki? It reminds me of Command & Conquer... ^^
Yes it is. From "Tiberian Dawn" OST.  =)