ProtoZombies

Today, MobZombies was submitted to this year's Wired NextFest. The original MobZombies project was written several years ago with the Processing alpha, so it was time for an update. To go along with our submission, I created a new prototype in Processing using the OpenGL library that didn't exist back in the days of Processing alpha.
The prototype uses the arrow keys for control, but of course the finished version will use GPS tracking of the player in real-world space to control their position. The goal? Stay alive and avoid zombies. This time around, you've got some bombs to help out (use the space bar). You'll get another bomb every ten seconds, but I'm thinking it'll be better to spawn a bomb you have to run and pick up every ten seconds instead of just giving it to you for free.
Some things to consider: I had some cool 3D camera zooming effects in there before, but I am having some issues getting the GUI text readout stuff to draw properly in screen space, so I had to eliminate that fancy stuff until I solve that puzzle. Also, the zombie behavior is rather primitive at the moment. In the future, that's gonna be cleaned up and we plan to have several kinds of zombies, each with unique behaviors.
Please give the prototype a shot and give us your feedback so we can make it better! Thanks.
Thank you to my pal William Bredbeck for making the rad sprites!
--- Update 3.21.06 ---
You now get 4 hit points before game over. You've got a blood trail to show you how much damage you've taken. Not really happy with how the blood trail looks yet so that needs work.
Bombs are more powerful. Are they powerful enough yet?
Zombies explode into little zombie parts. I realize that with zombies comes the expectation of buckets of gore so this is a small step in that direction. I think the exploding zombie parts ought to splatter blood too... maybe if they had sort of a bouncing around effect to them, this could happen each time they hit the ground. But overall, I need to work out a proper blood splattering system. I think it will help with the player blood trail too. Just from doing some extreme tests, it seems like Processing + OpenGL has a lot of overhead for just drawing sprites, so it seems pretty do-able to have the playing field pretty splattered with blood.
Functionally, there are rough spots left to iron out. Everyone's suggestions have been great and I will continue to iterate on this prototype with them in mind.
--- Update 4.14.06 ---
Small update... changed Game Over so that zombies continue to move around after you die. Put in a short timer delay before a new game can be started (by pressing space bar).

at March 17, 2006 2:40 PM