Maybe you should think about giving humans and zombies an 'upgrade'
path.
Humans:
Level 1 -> Level 2 -> Level 3
Level 1
Your ordinary human
Level 2
Knows tae-kwan-do and can defend against zombies - cannot be made
unaware
Level 3
Has black-belt in karate and can actively attack zombies. Can also
act as a 'commander'. Humans near (within a certain radius) of a
commander gain immunity to changes in their 'aware' status, and can use
the 'burst of speed' ability (to either get away, or to return to
'base', which is wherever the commander is) Commanders have an
increased % chance of changing unaware humans to aware, or calming
'frightened' humans.
Zombies:
Level 1 -> Level 2 -> Level 3 -> Level 4
Level 1
Your ordinary zombie (?)
Level 2
Gains 50% increase in speed
Level 3
Gains more Hit Points
Level 4
Turns into mummy - vulnerable (super-vulnerable) only to fire; immune
to normal weapons (including karate)
Okay, sorry about all the karate lately, just in a mood to put some
serious moves on some helpless zombies...
On Apr 25, 2005, at 9:09 PM, Joseph J. Strout wrote:
I've updated my Zombie Invasion game. This version removes the Club
weapon, but adds torches and pitchforks. Torches are especially fun
since they do ongoing damage, and can even spread from one unit to
another (including humans, though zombies are considerably more
flammable than humans).
<http://www.strout.net/temp/Zombie.rb>
To Lars: I apologize for not incorporating your graphics changes in
this version. I still have some reservations about some of them,
combined with hope that I'll get some fancier 2.5D graphics that will
render these iconic issues moot!
Best,
- Joe
--
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| Joseph J. Strout REAL Software, Inc. |
| joe at realsoftware dot com http://www.realsoftware.com |
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William H Squires Jr
wsquires at satx dot rr dot com dot nospam <- remove the .nospam
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