Heya! Since the future of PBS is becoming clearer every day, I thought it would be nice to inform you. So what do we want to do with PBS?
The classic mode of the game is practically finished, and we would now start the testing phase to check if everything is well balanced and to track down possible bugs. I am currently rewriting the code in a clearer manner, one that will allow me to perform fixes without much trouble. We still haven’t decided what exactly we’re going to do once it’s done, either push forward or release it for some testing. Anyways, keep reading!
A server has become available for us to use, so the next step we’ll be taking will be developping the necessary code to allow for multiplayer classic mode! Among the features of this service, we would like to offer the possibility of recording games, as well as a ranking to list the best players out there. This is what will make PBS an extremely exciting game.
The next step would be to fully develop Advanced Mode with multiplayer already incorporated. As you already know, Advanced Mode will allow players to choose exactly which units they want to use in the battleboard, and will also feature at least five more units.
Next comes Android support. If everything goes well, you’d be able to play PBS on your Android smartphone or tablet! Take the battle everywhere you go!
And finally, we were also thinking of a slower-paced multiplayer, that is, a “message mode” or correspondence mode, in which a player would play a turn and then the other would receive a mail informing him that his turn has come. This would allow players to play PBS as if it was correspondence chess, and therefore mantaining several games at a time in your everyday life would be easy, and would give you some minutes of day to day entertainment!
That’s more or less everything. As you can see, we have high hopes with this game. We really want to turn it into something challenging for the mind and entertaining. Also, if you want to see more media you can always check our IndieDB profile:
That’s all for now! Cheers!
Hey guys! Ok, first of all, game is still in progress, of course, so everything you see in the screenshot I’m sharing here might and will change. This said, what do we have here? I’ll explain it to you.
The background is the church’s plan. You can easily distinguish the four doors placed on it, and each door contains three boxes: wood, manpower and ammunition. The resources on the top-left corner are the ones to be assigned to these doors.
There are also three different spots labelled with an axe, a fork and knife, and some ammunition boxes. These are where you assign manpower (as you can see to the left of the knife and fork) so that you start getting resources over time, although as I mentioned on the previous post, these people assigned have a chance to die every now and then (zombies, zombies everywhere!).
The game is also tracking the current time (Saturday, 17:28), and every some hours (or minutes), you’ll have hordes attacking your church. Also, the game will recover the current playthrough, so you’ll be able to close it and open it without any problems. What will your mission be? Well, survive for as long as possible! If any of the door’s wood reaches zero, your church will be breached and you will lose. Alternatively, if your manpower goes down to zero, same happens!
Hope you like the whole idea. Cheers!
Ever since the beginning of the visual production of PBS I’ve been trying to keep things simple while making them look nice at the same time. For me, this has been quite a challenge, since I’m not used to design symbols/buttons/signs. I’m more of a character-drawing guy.
Nevertheless, I did my best and I think we managed to get a decent result. You can check it here: Indiedb.com
Stay tuned, for there will be more checker designs as we’re now coding the Advanced Mode of PBS, which will feature around 5 completely new checkers plus the possibility to choose which units you want to use on the battleboard.
Your favorite coder here, Drithyl (not even close!). Today I’m going to do a brief introduction to Zombie’s Daughter, a minigame that we’ll be releasing for free!.
Zombie’s Daughter could be labeled as a small desktop app where you take in charge the survival of several people trapped in a church, while a zombie apocalypse is raging outside (I know, we’re SO creative!). The church will have several doors that will need to be protected at all costs to avoid zombies breaching in and slaughtering everyone. The game is connected to your computer’s clock, and every now and then the church will suffer an attack from a zombie horde, from which you’ll have to defend yourself. While this doesn’t happen, you prepare yourself the better you can. You’ll have to manage four different resources to accomplish this: Manpower, Ammunition, Wood and Food.
Manpower: it represents the number of people you have available to do several tasks (from defending each door to harvesting resources). The more you have, the better you will be at managing things at avoiding zombie breaches.
Ammunition: Ammunition is assigned to every door in different quantities. Without ammunition, you can’t possible defend yourself when a horde comes attacking you. If a door runs out of ammo, you better re-assign some there, or else… “you’re gonna have a baaad time”.
Wood: Wood is what keeps doors unbroken. Attacking hordes will try to break your doors, therefore reducing the wood of each. You can’t re-assign wood during a horde attack (not easy to move around planks and other pieces of wood and repair doors while under attack), so you better think well before assigning wood to each door.
Food: Food is the only resource that’s not assigned anywhere. However, it goes down over time, even when you are not being attacked. If your food goes down to zero, your people will start dying (manpower will start going down). And if your manpower ever reaches zero… Well, you lose!
Now, how do you actually harvest resources? While not under attack, you can assign manpower to specific locations where you can gather resources over time. Problem is, those locations tend to be outside the church, and therefore the assigned manpower has a chance of dying, even if the church is not directly under attack.
That’s all for now. Since this is a mini-game, it’s not harming the development of PBS, and it won’t take us long to have a release that you people can enjoy!
Live and Learn!
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Ahoj there folks, I’m going to talk a bit about the visual style of Pixel Battle Siege. During the first stage of the project, I’ve created a very simple game menu and game board which you can see right below: As you can see, the style was plain and quite simple. These images above changed […]
Since my colleague Pawel is preparing a post on the new graphics he’s been making for each unit (and they look real awesome, I can tell you), I thought I could write a post about the name of our studios (about time).
It’s easy to think that we simply wrote it the wrong way, but no, we’re aware that doughnuts are written like… doughnuts. Actually, the idea for the name of the studio came up after we saw a smartphone autocorrecting the expression “Goddammit!” to “God doughnut” (it was actually an image found on 9gag on smartphone autocorrects, but we though it so hilarious that we decided to make it our name.
However, we did not want to limit the imagination to the word “doughnut”, which simply refers to some pastries. So instead we changed the word a bit. Pronunciation was also altered, of course, since now it would be pronounced roughly as /’dʊnʌt/, and this phonetical change can lead to several interpretations for the meaning of the name. So we settled with that.
And that’s enough of my philological rambling. I won’t bug you anymore with this issue, but I just thought it would be cool to inform our supporters that we are indeed aware that we didn’t write “doughnut” like it is intended to be written. Hope you like the changes!
Aaand here’s the first gameplay video of PBS! It’s quite short, I know, and you will have to forgive us for the poor quality (audio has a small delay, but it’s still watchable). The original recording weighed 300MB, so we had to reduce its quality. Anyway, I hope you’ll enjoy it!
Also note that things are still liable to change, from the overall graphic feeling to the gameplay itself. We’d be grateful if you left us your opinion on the video!