Posted in Procedural world, Zombox on June 28th, 2011 by Tyson Ibele
The procedural city system now scatters mailboxes, trash bins, construction cones, light poles and traffic lights throughout the city.
These props are randomized per tile, but here’s what they look like if they’re all enabled at once.
Note: the buildings are hidden in this screenshot, as they are generated on the fly based on the position of the character in the world (damage to them persists in the world though). The same is normally true for roads, but I decided to generate them all at once here to see what the explorable world would look like. Note the scale of the character in the bottom right. It’s a pretty big world to explore! (hundreds of blocks and just under 1000 buildings…all generated in less than 1 second).
Click here to open the image!
Posted in Procedural world, Zombox on June 18th, 2011 by Tyson Ibele
The procedural building system has been further developed, and will now automatically distribute doors, windows and other props over the walls of the procedurally generated buildings. Doors can be entered, and all the props are destructible.
Watch on youtube
Posted in Procedural world, Zombox on June 11th, 2011 by Tyson Ibele
The procedural city generation system now produces buildings with windows, doors and destructible walls!
Check it out:
Posted in Press, Zombox on June 7th, 2011 by Tyson Ibele
Zombox is a zombie sandbox game I’m developing for the iPhone. A web version will also be made available, so people can play in their browser.
Here’s a screenshot from an early prototype of the game: