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!
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.
This gallery contains 23 photos.
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 […]
Hi there folks,
My name is Paweł and I’m the guy that draws stuff. Everything you’ll see in our games will be most likely drawn by me. What I love about animation is the powerful feeling of giving life to little hand-drawn/digitally-drawn dudes that come out of my mind.
I studied Image and Sound and animation, and I also started a degree in Italian philology, but honestly, it’s nothing worth mentioning 😀
I currently live in Poland, beautiful country (despite the increasingly amazing number of polar bears on the street), where I try to have a normal life with my beloved cat Zapalniczka who will some day rule the world.
I hope you’ll all enjoy the zombiewalk gif I’ve made for you,