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Over the last couple of weeks, I have had some time on my hands, so I reinstalled Irrlicht for a bit of fun.
The idea I am working on is a "zombie simulator". Think of it as a simulation of the spread of a virus through a population, in this case the zombie virus.
I'm attempting to make the entire city destructible and track every creature individually, ie - damage done to an area remains, every building can be damaged or razed and every person is a separate entity that is followed through life and death.
There's also extra events such as the army invading with heavy weaponry and rival zombie viruses. It will also feature a tweakable range of settings such as how contagious the virus is, how long it takes to "turn", how aggressive the zombies are, how fast they move, special abilities.
I suppose you could call it "The Sims: Zombie", except you're the zombie king and you're invading someone else's Sims experience.
Anyway, I've decided to post now as I've actually got the basics in place and from here on out it's a case of evolving the game towards something worth playing.
For now, it's pretty light on graphics. I've only completed the template human model and the first building model for the purposes of defining the structures I needed to build the engine. The city itself is auto generated from a colour coded bitmap image, rather like the colour coded mini-map used in Sim City. This makes it quite easy to change the city layout in any paint package.
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As you can see, I'm rendering from an isometric view that can be zoomed in and out. The main reason for doing it in this style that I don't believe it will be possible to display the amount of detail I'd like in the city if it were done from a first person perspective. As it is now, the buildings and terrain are 3D models while the creatures and all props (fire hydrants, lamp posts, etc) are pre-rendered sprites.
The game is being developed under Linux for a cross platform release. I'm not yet ready to distribute a demo. There's not really a lot you can do with it at this stage anyway, other than scroll around the city and zoom in and out.
If anyone is interested, I've been making regular posts to my blog for the last couple of weeks as development has progressed, which included a screen shot or two every day or so as I've added new features. I've noted down any useful things I've discovered about Irrlicht.