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boidstest's Introduction

Zombie Legion Prototype

Setup

Followed this tutorial: https://www.youtube.com/watch?v=6dJlhv3hfQ0

Implementation Notes

  • Agents spawned as part of flocks
  • Flocks have 2 factions: zombie or human
  • Flock
    • Iterates over all members...
      • Gathers their contexts (IE objects within 3 ranges: line of sight, neighborhood, and immediate)
      • Iterates through all attached behaviors passing in flock, agent, and contexts to calculate final vector for that agent at that step, passes to agent for movement
  • Flock behaviors
    • Set up as scriptable objects
    • Can have filters (used to filter contexts for same flock, specific faction, etc.)
    • Can be composite (combining or lerping between multiple behaviors)
  • Gameplay
    • Zombie flock has "follow the leader" behavior following player-controlled zombie leader
    • Zombie agents convert human agents to zombie flock upon collision
    • Human civilians flee zombies
    • Human soldiers try to maintain distance and shoot zombies (no bullets, just insta-kill)
    • Game ends with either all zombies are dead or all humans are converted to zombies

Roadmap

Core game demo

  • Start / win / lose UI
  • Frenzy meter + button
  • Rigidbody experiment
  • Character graphics
  • Level graphics
  • SFX
  • Background SFX
  • Narrative + graphic for leader mechanic
  • Juice
  • Agent health + UI
  • VFX + shaders (try cartoon?)

Expanded content

  • Hazards (mines, barbed wire)
  • New enemies (machine gunner, shot gunner)
  • New zombie types (scout (kamikazi?), slinger, goliath)
  • Powerups (health, speed, defense, attack)
  • Zombie group rescue
  • More complex maps

Core game MVP

  • Tutorial (lab escape)
  • Power up choice
  • Level up screen
  • Agent stats

Meta game

  • Large map roguelike vs small map roguelike?
  • Map conquest metagame (a la Rise of Nations) vs dynamic path metagame (a la FTL)?

Optimization

  • Quadtree
  • Computer shader?
  • Slow down (or stop) flock calculations outside player view
  • Variable frame count for all behaviors (IE calc. every N frames) + load balancing (IE dividing behaviors evenly amongst frames to avoid CPU usage spikes)

Misc

  • Cats??
  • Teleportation vs pathfind vs rescue for zombies left behind (leader teleports to zombie group if local flock dies?)

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