Simetery: The Graveyard Sim is a project created for the TDC Halloween Competition 2009, although my aim is to develop it to a playable state, then develop it further after the competition.
In Simetery, it is the task of the player to handle the running of a graveyard. Put down empty graves, build paths, hire the exterminators to deal with the latest outbreak of undead... You know, the usual humdrum.
Stay tuned for developments.
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So yep, got the pathfinding working using the APF object. For some reason it was being a massive pain in the proverbial. Now hearses will deposit some pallbearers who'll march on over to an empty grave, following the paths, and deposit a coffin. It's a much nicer looking result than previously, when graves would just pop into being full...
So just got the graves to the stage that they will only be picked as a burial plot if they have at least one square of path on a side. Ideally I'd like it to be if they're attached to the entrance but the current system will work for now. Also some more sprite work and general progress has been made. Huzzah!
Well, progress is well on the way for the compo deadline. Currently you're able to place graves and have them fill up over time. Also the ability to delete them has been included, as well as changing the price per lot.
Also thanks to some help from Sketchy some rather snazzy fastlooped paths are implemented.