Hullo.
Many changes to run and hide! Most noteworthy is the creation of a new enemy – the all-powerful REVENANT (represented artistically with a bright red ‘R’).
Basically, it’s a much tougher undead adversary which moves twice as slowly as the regular zombies. But instead of rambling around mindlessly and chancing upon its victim before charging, the revenant senses where you’re hiding and relentless hunts you down (albiet slowly).
So, the game scenario has changed somewhat to a horde of shambling zombies roaming the town with three (at the moment) mysterious spirits methodically hunting you down no matter where you hide.
The biggest change in this version is behind the scenes and was necessary for me to include the new monster type – that is, the creation of a pathfinding algorithm which analyses the nooks and crannies of the map and tells the monster which is the shortest direction to your hiding place. Now, every step you take the game calculates an x by y array of values which shows how many steps it is from where you are and the monsters use that to find you.
True to form, the end result is somewhat goofy. The revenants prefer to keep walking straight but once they need to change direction, they make some odd choices as a result of my shoddy programming. It’s not exactly a problem because they still take the shortest route, but they often sidetrack off on unnecessary diaganols rather than taking what would seem to be the simplest path. I’m working on fixing it, but it’s not a priority at the moment and it’s probably something that I notice more than the casual player would.
Hopefully, this gameplay change removes the ability of a player to hole up in a remote house and wait it out as the zombies fail to find them. Now, there will be three angry and near-invincible R’s showing up at the front door which will force the player to run for safety (and probable doom).
There’s a bunch of other changes which I forget because I’ve been working haphazardly over the festivus season – but I don’t think there’s any major game-breaking bugs jumping out at me. Just ignore that test variable half-displayed at the bottom of the screen – I need that for debugging the pathfinder and since you asked, it currently displays the maximum number of steps it would take to get from the @ to the furtherest point on the map.
Next programming arc is to develop items, and with it, a possible game ending (???) where the player can find the necessary items to escape with their life.
And to do that, I need some java schooling because I’m a dunce at this. Please enjoy my latest offering in the meantime.
ps. I’ve taken down the archives of source code because I can’t be bothered doing it anymore. In the unlikely event that you want the code then post up a comment and you can have it.
:^)