Since the Zombie Infection Simulator has turned out to be one of the most popular things I’ve ever done on this blog, I thought it was high time I implemented all the pretty, shiny ideas I came up with when I was working on the previoius version. Hopefully, I’ll have it running sometime soon, but for the moment, I’ve become mired in hellish nightmare of nested if-else routines that I somehow managed to screw up.
Anyway, here are the new features I’m implementing in AZIS 3.0:
- Toughness: Humans with higher toughness are less likely to panic, and more likely to become fighters, when confronted with zombies.
- Gullibility: Less-gullible humans are less likely to panic when they encounter other panicked humans, and also less likely to join a human “flock.”
- Better targeting: Zombies now pick a specific target among the humans they can currently see, and chase that human until they’re either dead, infected, or out of range.
- Vision Radius: The distance that humans and zombies can see is now equal, and can be changed with a handy-dandy little slider.
Things that I’m still working on:
- Debugging: The code is a horrendous tangle of nested ifs and if-elses, so debugging is harder than usual. I guess they say you should tab-deliniate your code for a reason…
- The South-Facing Gremlin: No matter what I do, I cannot stop the human flocks from all moving Southward on the map. I’ve tried all sorts of randomization routines (some of them almost clever), and not a single thing helps. I’m thinking that it would probably be best if we all just get used to it, because it looks like the South-Facing Gremlin (yes, I’ve given it a name. What of it?) is here to stay.
Hopefully, I’ll have more updates soon.