We finally bring you the new version of Zombie’s Daughter, with some major graphical changes! While weapon upgrades are not yet implemented, we did add zombies visually, as well as a new kind of zombie: the Heart Heater! This big guy is much tougher than normal zombies, and will also deplete the wood of your doors faster. You will see him appearing after you complete wave 5!
Here’s the detailed changelog, also included as a .txt in the release package:
Beta 2.0 changelog
+ changed interface
+ changed zombie sprite
+ added new monster: Heart Heater
+ added coin animation
+ added music loops during horde attack
+ added “game over” music+ changed shop to prepare it for the weapons upgrade update
+ added church sprite and animations
+ You can now leave your mouse button pressed on assigning buttons (yay! you won’t lose your fingers thanks to Zombie’s Daughter!)
You read that right, you can now assign resources without having to click for each unit! About time, yes. I hope you enjoy this new release, and be sure to tell us what you think!
Also, you’ll be surprised when you open the shop for the first time. “He” is a nice guy, so you shouldn’t be scared of “him”, despite his weird looks.
P.S: As always, you will be able to download the file as soon as it gets authorized.
P.P.S: You might have noticed that the blog is currently not being updated much. The reason for this is that we’re mainly focusing on IndieDB, as it’s where we can draw a bigger attention towards us, so from now on, be sure to check on us at http://www.indiedb.com, you’ll get the latest news there!
After some initial feedback, we did some work to change the flow of the game (notably to make it faster). We added a small tutorial at the start of the game, as well as a pause button to be able to stop the game at any point. Since now waves come every 30 seconds, we felt that this function was quite necessary.
You can now only display the contents of a door at once. However, we made it so that even when your doors are “closed”, you can see in a smaller size the numbers of your resources assigned to them, so that you can always keep track of them without taking up too much space in the screen. Also, manpower has now a warning arrow to indicate whether it’s growing (most of the time), or whether your food has reached 0 and it’s going down.
A couple of graphics were also altered (highlights, manpower, resource sites, etc…). The next step is to check if this new game flow is appropriate and balance things around (whether it’s too hard or to easy), and for that we need more feedback! You already know where you can address your questions or concerns about the game, and if you have any doubt you can always check the readme file inside the .rar.
We’re leaving a couple of screenshots with the latest changes so that you can check them.
More importantly, the new file has already been uploaded to the downloads section, so as soon as it gets authorized you’ll be able to get it and try it out!
Remember that you can always like us at:
And follow us on Twitter (@Goddonaught).
The release will be available at our indiedb page once it’s approved:
Great news everyone! I’ll be submitting the beta release of Zombie’s Daughter in a short while to our page in IndieDB, and after it gets authorized (which will probably take at least one day), you’ll be able to download it and try it out for yourselves!
Some notes about the release:
-We ended up adding a system of upgrades (sort of a tech-tree) for each door that allows you to invest money earned by fending off waves into several supporting effects (increased zombie’s death rate, decreased wood loss rate, etc…). This allows for different strategies as each player will get to choose which upgrades s/he wishes to get first.
-Since this is a beta release, mainly aimed at testing the balance of the game, there are things that are not yet implemented: your game will be lost upon exitting, so there’s currently no game-saving. Highscores and of course the Reset Button in the menu aren’t yet working either. Finally, the weapon upgrades tech-tree is not implemented either. Along with these, you should expect bugs (it is precisely the reason why we’re releasing a beta, to track bugs and balance the game).
-Please submit your feedback of the game at email@example.com. We’ll appreciate any info concerning found bugs, the balance of the game, and general opinions and views as to what is lacking and what content could be added in future releases.
-Although I myself will be off for some days (I just graduated from college! Yay!), I will still be able to keep track of our networks via cellphone. Pablo will also be on the watch. After coming back on the 24th we’ll get back to upgrading the game and adding new functionalities, on top of fixing whatever may arise, so be sure to have extensive feedback by then!
And that’s really all you need to know! The game file will be found at http://www.indiedb.com/games/zombies-daughter/downloads as soon as it gets authorized. You can also check on the game’s profile the newest screenshots coming along with the release while you wait!
As the title suggests, the first playable release of Zombie’s daughter is on the way. Sooner than you think you’ll be able to be managing your resources to resist as much time as possible inside your shelters.
Here you can see an in-game screenshot:
Please stay tuned as the first playable release will be available in some days in http://www.indiedb.com.
I would like to remind you guys, that this game will be completely free of charge.
It’s been a couple of days without updates, but be assured, we’re still on and working. I’ve had an exam yesterday to finally wrap up my degree, so I’ve been a bit busy.
Anyway! I’m here today to bring you another screenshot from Zombie’s Daughter! The development is going smoothly, we’re not encountering problems. This screenshot features a couple of new things. First of all, those squares in front of each door with zombies inside them, what are they? Well of course they’re hordes! As you can see, each one has a number that indicates the size of the horde attacking that precise door. You’ll see this number go down during the attack as each zombie dies, the same as you will see the manpower, wood and ammunitions go down on each door. Since these numbers will change in real time you’ll be able to see the speed of the decrease, allowing you to plan beforehand and reassign resources between doors.
Also, now the total resources have a decimal place. Although it won’t look like this in the release, this is done so that you can see with more precision the rate of your resources going up and down. Instead of updating the resources each minute or so, this system has more advantages. For one, it’s dynamic, instead of sitting there to wait for your resources to update, you see them change every second. As with hordes and doors, you also get to figure out if your resources are growing too slowly (or too fast).
The basic game will be ready real soon, but we have already many new features planned in our heads that we’ll surely be implementing (how does shotguns for your survivors sound, eh? :D)
That is all for now. Cheers!
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!