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HTML5 Grand Theft Auto style Zombie Survival Game

Home Page: http://www.deadvalleygame.com

JavaScript 92.39% CSS 4.52% HTML 3.09%
dead-valley game javascript html5 html5-game zombies zombie-apocalypse zombie-survival-shooter top-down-shooter grand-theft-auto

dead-valley's Introduction

Dead Valley

Escape from Zombie-infested Dead Valley in this HTML5 Grand Theft Auto style Game.

The full game is hosted here: http://www.deadvalleygame.com

Running the Game

Opening index.html locally in a browser will not work; you will need to set up a web server. I recommend using Pow on a mac. It needs a public directory to host static files so just create a symlink:

ln -s . public

It's already in the .gitignore file.

Code

Dead Valley uses Requirejs for code organization.

Required Libraries (Found in vendor/)

Editor

The maps are JSON in the maps/ directory.

There is an HTML5 map editor editor.html. Select tiles on the left, and place them with a click. Free draw with the shift key. The red highlighted tiles in the map are the only places roads should leave the map.

There used to be a way to place full buildings, complete with defined walls and entrances (Building Archetypes) but that seems broken.

Branches

The "master" branch is what's currently hosted on http://www.deadvalleygame.com

The "standalone" branch has the most up to date code -- all of the Sprite and Inventory classes have had their view and data centered code split to make future development easier.

Tests

There's a suite of Jasmine tests in the test/ directory that put some aspects of the game through their paces. The coverage is spotty and the test code is kind of ratty but at least it exists.

Drag this to your browser bar: Test Runner Bookmarklet

Reload the game then click on the bookmarklet to run the tests.

License

Creative Commons License
Dead Valley by Doug McInnes is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

dead-valley's People

Contributors

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dead-valley's Issues

Game Logic and Tile Rendering Issues When Changing Default Resolution

Hello,

I am currently working with [Repository Name] and encountered a significant issue when trying to modify the default resolution of the game from the standard 900x600. Upon changing the resolution, I noticed that the game's logic related to the environmental tile rendering starts to break down. Specifically, the tiles that make up the game world do not align properly, and it seems like their placement calculations might be tied to the original resolution settings.

Could you provide some guidance on how to properly adjust the game's resolution without disrupting the tile rendering? I'm interested in making the game viewable at different resolutions and maintaining the correct logic for environmental rendering.

Additionally, tiles begin to randomly change when the character's Y-position changes at certain intervals.
For reach this behavior I spawn near start house, go up about 100 meters and return back. The map tiles has been broken:
Screenshot_21

Thank you for your assistance!

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