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"King Zombie: Escape" Rogue-Like Shooter *Online Demo*

Discussion in 'Works In Progress - Archive' started by MJNuchia, May 6, 2015.

?

How would you rate the current difficulty of the King Zombie demo?

Poll closed Sep 21, 2015.
  1. Too easy

    0 vote(s)
    0.0%
  2. About right

    1 vote(s)
    100.0%
  3. Too hard

    0 vote(s)
    0.0%
  1. MJNuchia

    MJNuchia

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    There are millions of zombies in the world, but there is only one KING ZOMBIE.

    Online Demo - latest version




    Controls:

    wsad/arrow keys to move.

    Click and hold in the direction you want to fire/attack





    Escape from the dungeon in which you were created and teach the other zombies once and for all who ‘s KING ZOMBIE!

    King Zombie - Escape, is a rogue-like shooter. Every level is procedurally generated and your character gets progressively stronger as he gains experience. Heavily inspired by eighties two joystick games like Robotron, Splat!, Smash TV and Total Carnage.

    Give the demo a try and let me know what you think.

    Note: I just discovered you may have to clear your browser cached data to try newer version!




    Update: 7/20/16
    King Zombie Updated!

    Ok, I know it’s been months, but I am hoping to get back into the swing of posting regularly. The changes or too numerous to list here, but suffices to say I feel I am now in the home stretch to a solid beta and a run a Steam green light. Below is a list of a few of the big changes I can think of right now… as always you are welcome to play the updated web version at King Zombie: Escape.

    Enjoy…


    - Now has 34+ weapons

    - All weapons have new models and animations

    - Now has 47 different monsters

    - 3 unique bosses on lvl 50 that appear nowhere else in the game

    - 5 different level templet types with 30+ sub types

    - More bug fixes and general enhancements than I can list here






    Note: your old saves will not work with this version... start a new game:)
     
    Last edited: Jul 20, 2016
    ogike likes this.
  2. Cherno

    Cherno

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    Looks like a fun concept!
     
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  3. MJNuchia

    MJNuchia

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    Thank you sir!
     
  4. MJNuchia

    MJNuchia

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    Bestiary:

    *SPOILER ALERT*
    Thought it might be fun to through a few animated gifs together to show of the monster types in the game. This is just a few of the very early ones. Keep in mind the game is not even in alpha yet.





     
    Last edited: Aug 20, 2015
  5. Cherno

    Cherno

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    By the way, did you implement some kind of vertex lighting? The light from the flashlight cone seems to change the color of the floor vertices, looks strange :)
     
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  6. MJNuchia

    MJNuchia

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    Good eye!
    All of the materials are using mobile vertex lit shaders for speed on mobile platforms, sInce mobile is what I have in mind for target platform. If I build it out for other platforms it's a fairly easy to change.
     
  7. Cherno

    Cherno

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    Maybe you could create the floors from meshes that have a "X" pattern instead of a "/" pattern of vertices/triangles, if you know what I mean. The problem with 2-triangle-quads is that vertex lighting looks uneven, as in your demo ;)
     
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  8. MJNuchia

    MJNuchia

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    Interesting, I will consider it when I get closer to finished graphics. I think probably I will simply change the shaders on the materials when I am not building it for phones. I will have to check, but I think the shader change would be less of a performance hit than changing the geometry of the tiles (and thereby the triangle count for the scene).
    Cheers:)
     
  9. theANMATOR2b

    theANMATOR2b

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    What fov do you have set on the camera? It's interesting how the top/bottom walls appear as the character moves up/down.
     
  10. MJNuchia

    MJNuchia

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    King Zombie: Escape New Version
    New version of King Zombie: Escape <online free>
    Still pre-alpha but lots of new features:

    new weapon inventory system

    5 new weapons

    new zombie death animations

    new weapon models

    new pickup system

    Give it a try and let me know what you think!!
     
  11. MJNuchia

    MJNuchia

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    Field of view is set to 60. Angle is at 80.
     
    Last edited: May 12, 2015
    theANMATOR2b likes this.
  12. MJNuchia

    MJNuchia

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    New Version of King Zombie: Escape <Online Free>
    New improved zombie pack AI to cut down on pathing lag

    New Zombie death animations

    Weapon and explosion knockback systems

    New Weapons Machine Gun and Rocket Launcher

    Improved weapon control interface.

    More…

    give it a try and see for yourself!!
     
  13. MJNuchia

    MJNuchia

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    Last edited: Sep 25, 2015
  14. IO-Fox

    IO-Fox

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    HAHAHAHAHA I don't know if it's a bug or not, but there were a few zombies behind a door, and they were attacking the door (I believe). I thought I was safe, but noooooooo that door was destroyed and they came in that room and killed me. I loved every minute of it! Solid prototype :)
     
    MJNuchia likes this.
  15. MJNuchia

    MJNuchia

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    Thanks so much for the feedback! Yeah, the idea of the doors is so that even if zombies wake up they will bunch up while beating the doors down. Eventually there will be several different door types with differing amounts of hit points.


    My hope is that this will accent the sound mechanics of the game. Right now the following make noise that can wake sleeping zombies:
    (in ascending order of distance the sound travels)
    Bow (makes no sound)
    walking
    opening doors
    laser rifle or pistol
    Machine Gun
    Shot Gun
    Mine or Rocket
     
  16. MJNuchia

    MJNuchia

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    New version of King Zombie: escape .
    Mostly quality of life improvements, setting up for the leveling and upgrade system.


    New:

    Separate lighting for different elements so that it is easier to distinguish between enemies and background. Since my main target platform is mobile it is I am trying to add as much clarity as possible without adding too much dynamic lighting that can slow the game.

    Also, for now, I have set the max active enemy count at 25. Again this is primarily for mobile and I may eventually set the limit to scale up for other versions. At least so far 25 enemies is plenty to overwhelm the player.


    Added muzzle flash to the firearms. WIth no sound effects other than place holders it makes it much easier to tell when the guns are firing.


    Changed non-explosive projectiles to only hit one enemy. Before this enemies with overlapping colliders could both be hit by the same projectile, allowing multiple bow kills with one arrow for instance. This change does make life much more difficult for the player, but it also makes the more destructive weapons more desireable, again setting up for the leveling system.
     
  17. MJNuchia

    MJNuchia

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    Finally got around to an openGL build... seems to work well love the full screen option.

    Open GL verison
     
  18. theANMATOR2b

    theANMATOR2b

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    Looks like it's a little rough when the character is going around corners, he does a kind of studder step hitch in either the controller or the animation. Definitely progressing well. I think it's difficult which adds to the fun, for me anyway.

    In mozilla I got this error when I went to full screen. I tried to reload the page but it wasn't cooperating so I just opened it in chrome.
    An exception has occured, but exception handling has been disabled in this build. If you are the developer of this content, enable exceptions in your project's WebGL player settings to be able to catch the exception or see the stack trace.

    It may have been because I had several tabs opened in mozilla, but I thought I'd still let you know just in case.
     
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  19. MJNuchia

    MJNuchia

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    Thank you so much for the feedback!

    The chop in the corners is due to the custom nav-map. The game does not use Unity's built in nav-mapping because it needed to be able to generate the nav map during runtime and modify it during the game. I also needed to keep the map and the navigation that is based on it simple to keep the overhead low on mobile. The stutter is because when it checks where the player is about to walk and finds that the player is about to walk off the open area of the nav-map it resets the players location to the center of the closest nav-point ( just stopping the player motion often results with the player in walls) . I will revisit the problem and try to find a smoother solution.

    Currently, I am working on the leveling/upgrading system. When it is implemented it should mitigate a bit of the difficulty (though I intend to keep it hard), at least it will allow the player to progress from game to game. I will post the upgrade trees I have in mind later today.

    Friday was literally my first try at Open GL, So I really don't know much about it yet, I'll try to find that option on the next build.

    Thanks again for the interest!
     
    theANMATOR2b likes this.
  20. MJNuchia

    MJNuchia

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    Leveling System:

    Leveling will be handled through a four panel tech tree style system. The player’s level and upgrades persist through death (they drag your body back and reanimate it). All of the below is just a rough outline of my current thinking. If anyone has other ideas, if I can implement them I will try them out.


    The four panels will coincide with the four weapons blocks on the user interface (italics not yet implemented).

    1. Firearms:

    a. Pistol

    b. Shotgun

    c. Machine Gun

    d. Rocket Launcher


    2. Traps:

    a. Land Mine

    b. Spike Trap

    Idea is to have a trap that does damage and takes time to reset then does more damage.

    c. Electrical Trap

    Stun trap that will stun multiple enemies based on lightning jumps upgrade.

    d. Auto Cannon

    Actually an auto-firing gun that the player places and shoots zombies in the direction it is pointing until it runs out of ammo.

    3. Electrical Weapons:

    a. Laser

    b. Lightning Gun

    Limited range lighting arc that stuns and damages, then jumps to zombies near the target to stun and damage them also.

    c. Lightning Claws

    melee version of the lighting gun.

    d. Singularity Device

    makes a moving ball of mass that sucks nearby zombies in and crushes them.


    4. Martial:

    a. Bow

    b. Sword

    silent damage in the direction the player is shoot/facing. Has a chance per swing to auto-kill target resulting in decapitation.

    c. Axe

    silent damage sweeps in an arc in front of player damages and knocks back enemies

    d. Mr. Hyde

    basically Hulk smash mode.


    Each weapon category has its own upgrade tree panel.




    Firearms:

    Each point spent in firearms increases player’s max health by 10


    1. pistol shot speed

    2. pistol damage

    3. pistol knock back


    4. shotgun mag-capacity

    5. shotgun Damage

    6. shotgun shot speed


    7. Machinegun mag-capacity

    8. Machinegun damage

    9. Machinegun Crit-Chance (shared with auto-cannon)


    10. Rocket Launcher mag-capacity

    11. Rocket Launcher Damage

    12. Rocket Launcher Safety: Rockets wont detonate in range to kill player


    13. Rage: consecutive shots build combo power and increase damage


    Traps:

    Each point spent in traps increases the players chance to dodge.

    1. Mine Carry Capacity

    2. Mine Damage

    3. Mine Triggers (keeps mines from targeting you)


    4. Spike Trap Carry Capacity

    5. Spike Trap damage

    6. Spike Trap speed


    7. Lighting Trap Carry Capacity

    8. effect radius: distance from trap that lightning can jump

    9. Damage: starts with very little or no damage


    10. Auto Cannon Ammo

    11. Auto Cannon Damage

    12. Auto Cannon Knock Back


    13. Reclaim Traps: allows player to reclaim a trap by walking over it.


    Electrical Weapons:

    Each point spent in electrical weapons increases player move speed.


    1. Laser efficiency

    2. Laser Power

    3. Laser chance to penetrate


    4. Lighting Gun Efficiency

    5. Lighting Jump range: applies to traps claws and gun

    6. Number of Lighting Jumps: applies to traps, claws and gun


    7. Lighting Claw Efficiency

    8. Lighting Damage: applies to claws and gun (not trap)

    9. Lighting stun: applies to claws, traps and gun

    10. Shield strength
    12. Shield recharge rate

    13. Singularity size: effect range of singularity


    Martial:

    Points spent in martial increase player’s stealth (how loud player’s foot steps and opening doors is)

    1. Sword damage

    2. Sword swing speed

    3. Decapitation chance


    4. Axe Damage

    5. Axe Swing Speed

    6. Axe Knockback


    7. Bow mag size

    8. Bow shot speed

    9. Bow Damage

    10. Bow Head Shot Chance


    11. Life steal with martial weapons

    12. Hyde Fist Damage

    13. Hyde Radiation Damage

    11. Time that Hyde upgrade lasts
     
    Last edited: Aug 14, 2015
  21. MJNuchia

    MJNuchia

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    Finished the save/leveling UI.... will post update as soon as I have the specing system In place....

     
  22. MJNuchia

    MJNuchia

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    Big Update for King zombie; escape <free web demo (Unity Web Player)>

    <WebGL Version>


    Almost ready to move this from prototype to alpha!

    Features:

    - New Leveling system about 90% implemented

    - New save system so that player’s level and spec persists from session to session

    - New Leveling UI

    - New crit/dodge/stun system

    -New Enemy healthbars and scrolling combat text

    -New Lightning Gun

    -Much more…

    Mechanics of the game have changed allot. One of the problems I am having at this point is playing it to much;) Screenshots and video when I have time.


    Let me know what you think please!
     
  23. MJNuchia

    MJNuchia

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    couple of quick screenshots... more soon!
     
  24. MJNuchia

    MJNuchia

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    King Zombie Updated
    Update for King zombie: escape <free web demo (Unity Web Player)>

    <WebGL Version>



    -New Level select allows you to skip ahead for each 10 levels completed

    -New weapon Lighting mine

    -New monster type Necro… see if you can find him:)

    -Balcancing upgrade fixes and much more…

    Give it a try and let me know. Screen shots when I can.
     
  25. MJNuchia

    MJNuchia

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    Update 6/25/15

    About to go out of town for a week so I wanted to get this out first. Lots of new content here, still 4 weapons short but everything else seems to be working fairly well. Please let me know what you think ;)


    - New sword now in game

    - New decapitation animations for the monsters that can be decapitated

    - New weapon sentry mine (Auto Cannon)

    - New monster Undead Ninja

    - Two new bosses now always one at 10 and always one at 20 that you must kill to progress

    - UI now shows damage done by default

    - LOTS of fixes and reworked zombie AI for melee combat. Doing so had the side effect of making them much more deadly, so I have increased the amount of skill points per level for 3 to 5

    Have fun!
     
    Last edited: Jun 25, 2015
  26. MJNuchia

    MJNuchia

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    New Major Update For King Zombie: Escape
    Back from vacation and back to work on King Zombie :)

    King Zombie - WebPlayer Version
    King Zombie - OpenGL Version

    Big update lots of changes… more than I’m likely to remember here, but I’ll do what I can.

    - 2 new weapons Lighting claws (my favorite so far) and the Axe

    - New tile set/level scheme “The Hive”.

    - Three new monsters Hivelings, Death’s Head Hivelings and Kabolds (Kabolds are in game though they are not set to spawn yet since I have not made their level scheme yet).

    - New level summery and bonus system. Gives the player bonus exp based on the number of full clears in a row. Also for “sneaking” or having a no kill level

    - 3 new bosses now a total of 5

    - bosses now every 5 levels instead of ten and you can continue a saved on the level after any defeated boss.

    - New starting weapon selection screen allows you to pick from 3 random starting weapons when continuing the game

    - Improved combat text, now color coded also

    - Improved Melee system. Makes meleeing with bosses and big monsters more fair

    - lots of bug fixes

    As I said this is likely to be only a partial list, pics and video when I can.

    Have fun!
     
  27. MJNuchia

    MJNuchia

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    King Zombie: Escape Updated
    King Zombie - unity web player

    cant get a WebGL version to work anymore…. no idea why

    Changes:

    -New enemies new Death’s head Hiveling, Kabold Archer, New Zombie type and new boss on level 25 (he is very, very hard)

    -New tile set Kabold Caves

    -reworked door mechanics and added animation, and a new type of door for caves, (hive doors coming soon)

    -reworked enemy projectile mechanics, now better accuracy in halls (can be really nasty for the player)

    -New interface to allow you to pick your starting weapon when continuing a game.


    Pictures and video when I get a chance. As always have fun!
     
  28. MJNuchia

    MJNuchia

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    King Zombie: Escape updated
    King Zombie - unity web player

    Big news here is the skill level/game mode system. Implementation required re-writing the dictionary I use for save games/skill trees so… while I was at it I added a few skills. Enjoy!

    Note: your old save games wont work with this version… will show them as dead

    - New Skill level select when making a new game: Easy (5 skill points per level), Normal (3 skill points per level), Hard (one skill point per level).

    - New Game modes select when making a new game: normal, Iron Man (must restart 5 level section on death), Hard Core (perma Death)

    - New monsters: CyberBrute zombie mark 1 and 2; Infested (two types); Hive Queen + two new bosses

    - New Skills Shield, Shield Recharge, Life Steal.

    - More Ai changes and optimizations.
     
  29. MJNuchia

    MJNuchia

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    Update: 8/19/15

    Thanks to @ogike for the feedback and recommendations

    - Interface re-write

    o No more shooting when you press an interface button

    o Can switch from one weapon category to another while interface is open

    o New 1-4 hot keys for weapon categories


    - Ranged weapons re-write weapons now shoot on click if cooled and cool all the time. (no need to hold button down and wait for shoot). Much more responsive.

    - Now can shoot zombies while spawning

    - Faster count on score screen for large stacks

    - Lots of bug fixes
     
  30. MJNuchia

    MJNuchia

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    A few screen shots with up to date content.






     
  31. MJNuchia

    MJNuchia

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    Ok then... now he kicks:)

    Update game so that now if you are using a ranged weapon and facing a zombie and he gets in kick range, you kick and knock him back a bit. Probably still needs some tweaking, but let me know what you think. Thanks for the awesome idea @Billy4184 !
     
  32. MJNuchia

    MJNuchia

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    Update:
    Big news for this version is the introduction of Z.E.D.s to the weapon mix. They are autonomous zombie killing Robots you can construct out of other trap types. They have built in auto-cannon turret on each shoulder and their bodies act as lighting mines =-]

    - New Skills –

    o Firearms – reworked “Rocket Launcher Safety” now called “Battle Hardening” and blocks a percentage of your own rocket damage instead of keeping rocket from detonating. Makes Rocket Launcher builds more viable

    o Firearms – New skill “Increase Health Regeneration” allows player to regenerate health over time. Adds a defensive skill to firearms

    o Traps – Changed “Spike Trap” skills to “Spike Decoy”

    o Traps – Added Z.E.D. skills, rounds out traps and makes trapper builds viable.

    o Electrical – Put Singularity Size back in – not implemented yet


    - Added Spike Decoys to the game.

    - Added Z.E.D.s to the game (zombie eradication device)

    - Lots of bug fixes and balance changes.


    Give it a try free
     
    Last edited: Sep 1, 2015
  33. MJNuchia

    MJNuchia

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    Update: 9/4/15

    Finally got around to implementing Rage in the Firearms tab... lots of fun and really adds a new dimension to several of the builds. I also changed the requirements for some of the skills to make them available earlier.

    Have fun!
     
  34. MJNuchia

    MJNuchia

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    Update: 9/11/15

    - changed skill levels and game types to balance out the difficulty
    - rewrote the Knock back code for consistency in preparation for mutant charge
    - lots of interface improvements including new hot keys for map and upgrade panel
    - lots of bug fixes and balance changes.
     
  35. MJNuchia

    MJNuchia

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    Update: 9/21/15

    This update includes a large graphic overhaul. If you have any problems (frame rate etc.) with this version please let me know. I am not having problems on any of my PCs but I am not sure that will hold true for all.

    Enjoy
     
  36. MJNuchia

    MJNuchia

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    Update: 9/25/15

    Big visual update, with a new skill level “Nightmare” and now both Hard and the new Nightmare are “IN THE DARK” (trust me it’s intense). In the dark defiantly raises the value of stealth and melee weapons.

    - New lighting and lighting effects for weapons to go with new in the dark modes

    - New Electrical skill “Teleport” *NOTE: ’Tab’ is the hot key for teleport*

    - Melee weapons skill tab reorganized to make the bow the easiest skills to get and make life steal easier and axe harder

    - Mouse wheel now controls zoom

    - Lots of bug fixes and balance changes

    Let me know what you think!!
     
  37. MJNuchia

    MJNuchia

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    Update: 9/29/15
    Follow up from the “In the Dark” release, mostly bug fixes and tuning.


    - A few minor fixes to animations preparing to add in the Mutant ability.

    - added “help” from the pause menu with all hotkeys and button locations

    - added dynamic random cookies to the lights and animated cookies

    - reworked the lighting generator to make it more reliable and cut down on lag when ZEDs are rampaging


    More I can’t remember probably - enjoy!
     
  38. MJNuchia

    MJNuchia

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    In this update I was able to give the Martial tab some love in an attempt to make it a viable tree for more than just surviving close encounters in the dark (not that that’s a bad thing). Also, now that mutant is in all that’s left to do is add in the armor system and I’ll be ready to call it an alpha


    - Reworked the cross bow skills

    - Can now retrieve cross bow bolts from corpses

    - Mutant added. Still working on time of mutation and strength of mutant hit/knockback. It originally stunned too, but that was just too op. Like Z.E.D.S the mutant is both loads of fun and potentially game breaking. If you have any thoughts about tuning it please let me know.

    - Enjoy
     
  39. MJNuchia

    MJNuchia

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    most of KZ’s mechanics are where I want them finally, this will be the last release before I call it an alpha. From now on my main focus will be developing monsters and environments.


    Lots of changes, but the most prominent one is the new armor system. Armor provides both protection and adds to various skills. Armor attributes are randomly generated at the time of drop based on item level. Each boss drops a specific armor type so they can be re-run to get better drops. Have fun!
     
  40. carking1996

    carking1996

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    Looks good.
     
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  41. MJNuchia

    MJNuchia

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    Thank you sir!
     
  42. MJNuchia

    MJNuchia

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    New version:

    - Added a tutorial level. If you start a easy or normal skill level game it will ask you if you want to play the tutorial level. The tutorial leads you through most of the games systems, gives the player a level up, 3 weapons and a piece of armor. Should make starting MUCH easier.

    - Turned off the right click menu on the web player. Makes it much easier to aim. So used to playing the pc version I always forget.

    Thanks to @GarBenjamin @Bridin @tedthebug @Aiursrage2k @BoredMormon and @Asvarduil for input on this version!
     
    Last edited: Nov 17, 2015
    Kellyrayj likes this.
  43. MJNuchia

    MJNuchia

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    King Zombie: Escape (Updated)
    I took an extended vacation over the holidays so it has been a while since I posted an update. LOTS of changes many of which I may not remember here. Biggest change are new monster additions to help round out the Kabolds. The game might be too difficult at the moment let me know if you think I need to tone it down.

    LATEST VERSION
    - Level Up interface now has highlight colors for clarity as well as totals that make it clearer where armor bonuses are and how much is in each panel without having to count

    - Revised the Tutorial for clarity, hopefully making it easier to understand

    - Added the ability to use the ‘R’ key to check your armor totals while comparing new armor to old

    - Revamped the pistol mechanics, now uses machinegun crit-rate to make the pistol a more viable option

    - Revamped crossbow *AGAIN*

    - Added crypt spawners for later Zombie levels to spawn packs of zombies instead of one at a time.

    - Added Kabold Hut spawners

    - Added Kabold mages, two types right now Ice mages and Fire mages. Ice mages slow you and fire mages cast cones of flame that set you on fire for a short time

    - Added Trolls…. Yeah they are NASTY!

    - Lots of balance changes and bug fixes.
     
  44. MJNuchia

    MJNuchia

    Joined:
    Aug 18, 2014
    Posts:
    109

    Update: 2/18/16
    Another long gap between posts, but trust me this is a huge update. The look of the game has changed dramatically with the introduction of several more room types plus more monsters and play mechanic changes. So much has changed I am not sure I will remember it all but here goes…


    - Relic chests – drop armor pieces (but they are always guarded and often trapped… you have been warned)

    - Flooded rooms – often with things lurking beneath

    - Flooded levels – any level can flood now and it changes the dynamics of the level

    - New random room sets – kitchen, lab, crypt, alter… Still in development but lending color and depth to many of the levels.

    - New random dodads – doodad sets that can appear in specific places or level wide. Window dressing but still adds to atmosphere

    - New monsters – Troll riding mages, krakens, and a few others I will let you discover for yourself.

    - Points in Martial now give bonus armor.

    - Arrow mechanics reworked again – now with scaling damage on ice arrows

    - Sword totally revamped with new animation and the ability to dash from target to target

    - Axe totally revamped now with flaming upgrade as well as charge

    - Tons of balance fixes.


    NOTE: look before you leap: charging and dashing can get you in over your head fast=)
     
  45. MJNuchia

    MJNuchia

    Joined:
    Aug 18, 2014
    Posts:
    109
  46. MJNuchia

    MJNuchia

    Joined:
    Aug 18, 2014
    Posts:
    109
    King Zombie Updated!

    Ok, I know it’s been months, but I am hoping to get back into the swing of posting regularly. The changes or too numerous to list here, but suffices to say I feel I am now in the home stretch to a solid beta and a run a Steam green light. Below is a list of a few of the big changes I can think of right now… as always you are welcome to play the updated web version at King Zombie: Escape.

    Enjoy…


    - Now has 34+ weapons

    - All weapons have new models and animations

    - Now has 47 different monsters

    - 3 unique bosses on lvl 50 that appear nowhere else in the game

    - 5 different level templet types with 30+ sub types

    - More bug fixes and general enhancements than I can list here