Day 2 - Upgrades And Buildings

Published August 09, 2016
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I am really pretty happy with my progress today. I added different types of buildings:


  • House: Increases your citizen capacity. While you have less citizens than your capacity, new ones will spawn now and than.
  • Clinic: Heals a certain amount of citizens a little bit at the end of your turn. Prefers healing citizens with the lowest HP.
  • Spiked pit: does a little bit of damage to zombies that walk over.
  • Genome lab: Decreases the chance that your attempt at evolving a human turns it into a zombie. Expensive, every level makes it work slightly better. Limited uses per day

    The upgade risk is the colored bar on the right. Black means the person dies; red, he turns into a zombie, blue, he gets a random buff; green, he gets the buff you want.

Zombie now spawn in increasing numbers as the game progresses. You get new money based on how many zombies you kill.

The art still looks horrible. It might improve. I might get used to it and forget.

There are also some ordering issues. Citizens tend to get stuck under buildings, where it is impossible to select them. There should be some kind of highlight showing what object is selected, and where it is going.

There is lost of stuff still to do, but I have seen published games on the internet worse than this. Not that any of those games are fun, but it's still an encouragement.

Everybody elses games are looking awesome to! Good luck.

5 likes 4 comments

Comments

EarthBanana

Nice job so far!

August 09, 2016 03:46 PM
Orymus3

That's an interesting spin on the genre. Particularly intrigued to see how the upgrade risk gauge is going to behave.

Keep up the good work!

August 09, 2016 05:09 PM
Endurion
Ah, interesting take on the themes. I was afraid all would run for the shadow thingie.

Is the upgrade risk random or do you have a chance to outwit it?
August 09, 2016 08:05 PM
Servant of the Lord

I agree with the above gents; very creative theme usage!

August 10, 2016 05:04 AM
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