Hey,
Been continuing to work on "Zomb...", a semi co-op game about survival. ( http://www.bgdf.com/node/4762 )
Trying to make it as simple as possible while still retaining a sense of realism.
One problem that I've really hit a wall with is; how should the Zombies move?
In the current version the zombies spawn outside the house, and each zombie movement phase they move towards the closest human character.
This really doesn't feel so smooth though, as the players have to check the closest character for every zombie, and which direction decreases the movement the most.
Plus there might be two equally viable ways to move, who makes the choice then ?
The zombie movement mechanic should be trying to surround and close up on the characters.
Since they spawn in all different directions, the 'Move towards the closest' mechanic kind of works to surround them since they will be closing in from all different angles.
The house is built up with rooms, some huge rooms may be split up in parts (Think Mansions of Madness)
Do you guys have any better ideas how to control the movement of the zombies?
I don't want to have to include a player that plays on the zombie side from the start.
Thanks,
SuperioR
There aren't really any squares in the game, instead every room more or less functions as tiles in the sense of Castle Ravenloft (played Wrath of Ashardalon recently).
This system is really how it works now, the zombies move 1 tile closer to the closest character.
But I find it a bit too slow to move all the zombies, when the players need to check the closest character, and the fastest route to that character PER zombie.
Would like to find something that works faster, and require less "calculating" per zombie.
In a way, they've worked around that in CR/WoA by only having some monsters activating at a time, when only player A's monsters activate after player A's turn. I guess something like that is possible...
Thanks for the idea :)