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 firstname.lastname@example.org. 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!
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.
I would like to let you see some of the early drawings of the units.
All these drawings are to be animated in the future, to have an animation be displayed every time a unit gets killed by another.
A quick note on the Cleric drawing – when we started with PBS the unit distribution was different, and so were some units. Instead of the wizard, there was the CLERIC unit. its function was supposed to be some sort of support role. However, we decided we’ll implement its behavior in the Advanced mode of PBS.
Drithyl here! So I just finished coding all of the necessary structure to incorporate the death animations I mentioned in the last post. I will talk to you now about how turns work, as it’s not quite like chess where you just get a move.
Because the board is 12×12 squares, which makes a total of 144 squares, and units do not move more than two or three squares at a time, the game would be really slow if only one unit could take action each turn. Instead, each player gets a total of five actions during his turn. Moving one unit counts as an action, and so does killing an enemy. Also, each unit will only be able to do one attack action and one movement action per turn (you can’t spend your five actions on a single troop).
At first we considered the possibility of granting the player three movement+attack actions each turn, but we settled on counting movement and attack separately, and on the number five for being odd. This way, a player will never be able to move three units and attack with those three units in the same turn, he has to give it some thought and take tactical decisions that will, in the long run, determine how efficiently your army performs.
Be sure to not waste any actions! Also, it is possible to skip your turn anytime you want, in case you’d like to stay in a defensive position after using only a couple of actions.
That’s all for now! Cheers!