Tuesday, March 10, 2020

Missions Screen

An early look at the new missions screen.

Missions Screen

The first several missions are triggered without this screen, by going around and chatting with in-game characters. This gets presented later, at the door of the safe house.

I did not want the game to be too linear by offering only one path of missions and story. But, I also did not want some large open world with multiple quests and characters, as that is difficult to balance and test.

So, this is something in the middle of the two extremities.

Friday, March 6, 2020

Safe House

The safe house is underway. This is an area of the game that provides options to upgrade perks, weapons, and choose missions. This seems more appropriate over some UI system with buttons and panels everywhere.

The Safe House

Area to change outfits (plus saved weapon and perk configurations)

The size and depth of objects will be corrected. I need shadows and better texture for the floor an walls.

Saturday, February 29, 2020

Design

I met another remote worker from Germany, and we were discussing what we do. She searched my project by name and to my surprise, there is already a YouTube video posted of Zombie Guard 2.


I would rather the game not get this much attention early on, so I may suspend it until there are more features. I have adequate feedback of the first missions.

Gatling Gun

Quad Blaster (placeholder art)

Flamethrower

Recently I finished some new weapons. But more importantly, I have decided on how to proceed with the game as a whole...

I will permit the player to gain experience and level up, to gain skill points to spend on various perks. Some of these perks will be used to increase the maximum rank of certain types of weapons, upgraded with in-game currency. Plus missions are going to be selected through a new menu system that is currently in development.

It took a lot of effort to contemplate these decisions. I do not want to choose the wrong option, especially when it comes to how multiplayer will fit in through the new missions menu. I think I solved it.

Saturday, February 22, 2020

More weapons

The five weapons have been added, these are just the interesting ones worth showing as animated clips:

Poison Bubbler - permanently poisons a zombie to do damage over time

Sniper Rifle - a bit slow, but penetrates all zombies and does a lot of damage when upgraded

The Air Vortex Cannon - sucks in zombies into one space.


Suggestions for Zombie Guard 2 have been arriving in my Gmail inbox. Even though some are just a sentence of two, I am still very satisfied that people are playing long enough to reach this part of the game that redirects a browser to compose an email.

The most common suggestions are more weapons and to my surprise: multiplayer. I am glad, because these are the two features I wanted to emphasize from the beginning. So, I will continue on the right track.

Sunday, February 16, 2020

More art

I will not proceed with the hexagon map mentioned in my previous blog entry. So, while contemplating design I drew more weapons and background art with an Asian theme.



You can see some of the watercolor references I used, turned into my vector-like style.

I almost never name layers in Clip Studio Paint because I have a bound key to "select layer", so I never have to find it in the long list on the left.

Thursday, February 13, 2020

Early Access

I have uploaded an unlisted early access build to the Google Play Store. This just showcases the first 20 minutes of the game.







I am experimenting with a hexagon grid for missions. In the corners will be boss fights which are the primary objective.


The first 20 minutes of the game features a linear story, but I want to avoid this for the rest of the game. There should be choices and more flexibility in the types of missions that the players want to attempt.

So, a lot has been achieved in the past 3.5 months, but a lot more needs to be done.

Friday, January 31, 2020

Goal reached

I have a playable demo of the first 20 minutes of this game. This was my goal when I settled in this studio apartment for three months to just focus on this project. This last month was the hardest, much like how game development can be. I am ready to move on to a new place, and surround myself with other remote workers by renting coworking space in my next destination.



There are bugs and problems. But at least now I have something to show. Adding more missions and weapons is not necessarily difficult, because all the systems are in place. Adding in the starting pistol seriously took one day to draw, implement, and apply audio.

Wednesday, January 15, 2020

Truck mode

The last mission of the first chapter will be transportation to the next town. And of course more shooting and zombies.


The orthographic camera is "zoomed out" a bit to increase the amount of horizontal space.

For this mission the player has control of the vertical movement of the truck to avoid obstacles and aim at incoming zombies. It would not be hard to support other vehicles like scooters and motorcycles, maybe where you control the vehicle but an NPC or player online controls the shooting.

Monday, January 6, 2020

Loose ends

Just about all the audio is finished. I have been finishing all the loose ends to bring the first 15 minutes of the game together. All the missions, weapons, coins, and currently animated zombies, will be showcased as an early build at least on the Google Play app store.



In addition to reward boxes as shown above, I took a while to contemplate the progression and in-game currency. Each mission completed provides one star to upgrade anything by one point, in addition to requiring coins where prices scale exponentially. There will be an option to reset all stars, but coins are not refunded. I think this will work the way I have in mind.