I’ve decided to start working on a remake of my game Dem Zombies. Instead of using the XNA framework, I’ll be using Unity this time.
The first thing I did was to buy a notebook and analysing the prototype I made some time ago. I filled the notebook with about 30 pages of game design that could make the game into a real fun adventure.
After that, I started implementing stuff slowly.
The latest feature, seen in gif #4, shows that the player now has resources, and can use them to build stuff - by picking up the hammer from the anvil.
Before the game is playable, I need to implement a sword that the player can pick up, some building stuff (how to build different buildings) and lastly the main part of the game - the zombies.
Here’s what the statistics show when looking into the high score chart. This chart shows how many times each score has been submitted. As you can see, most of the plays reached 0 score, and the second most reached 1 score.
Got some speculations of course, and many of the zeros were submitted during dev time.
I should focus on getting the game easier the first couple of seconds. Maybe some more/better help in the beginning, and maybe make the first couple of bridges easier to cross actually.
Play the game here:
Fixed a few minor bugs and added some minor features today. Not that much left before I can release it for PC =D
Doing some final touches to the puzzle game Solve It, before releasing it on PC pretty soon. Need some more fixes, the PC porting didn’t go as smoothly as I had hoped.
Been slacking real good for a week now, but I’ve made some progress.
I’ve implemented the support for unique areas (manually made, like the gray squares) and taken some time to find a way to get the “best” position for the area on each island, by shuffling a list with positions and grading them depending on how many of the area’s nodes it can fit with the current nodes. Having to add new nodes to make the area fit = low score.
Right now all the islands have an area and the exact same one, but hey, it’s for testing so it’s fine.
Added a third ground type - stone. Also added two new small details. Nothing fancy today, other than some minor tweaks in the code to make even more ground types a lot easier etc. Invisible stuff.
With this update the “stage 1” of this project is completed.
I’ve fixed some minor stuff this time, such as adding a sprite to the connectors, and making sure no detail is spawned at the same position as a connector.
With “stage 1” I’ve successfully managed to spawn a few islands close to each other, randomized with two different ground tiles, a few bigger details and a few smaller details. These islands are connected to each other, where transportation between the islands is what I’ve had in mind.
Everything so far is pretty generic, and the islands are still very similar to each other. The next stage of the development will hopefully change that. What I want to do next, is adding unique places to some of the islands, such as ‘The Town’, ‘The Church’ and ‘The Cave’ - or something equally classic and cliché. Maybe scatter a few treasure chests around the area as well.
Smaller details added. Someone (a potential player) will not collide with these small details, such as grass, flowers and small rocks.
It gives the island a bit more interesting look, but may result in a cluttered look. So far, I’ve had quite low chances of these details to spawn. Is it still too cluttered?