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41  Community / DevLogs / Re: Zombox on: November 26, 2011, 04:11:40 AM
This week in Zombox development.....primping up the environment with some more exterior props, as well as adding some sounds!

42  Community / DevLogs / Re: Zombox on: November 18, 2011, 10:00:00 PM
Collectible coins (called "Zombucks") have been added to the Zombox world, which are dropped by zombies after they are killed. Eventually, you'll be able  to use them to purchase weapons and items from NPCs

Also, empty areas of the city have been populated with grass, trees, and other foliage.



43  Community / DevLogs / Re: Zombox on: November 12, 2011, 02:59:05 AM
This week in Zombox development:

1) Items can be scavenged from various props in the environment using the new interaction system.

2) New food items have been added. These will boost health when eaten.



44  Community / DevLogs / Re: Zombox on: November 04, 2011, 11:47:48 PM
This week in Zombox development I finished modeling the building interiors:



I also finished getting all interior props ready and prepped for the destruction engine:



I also implemented a day/night system and in-game clock:



Pishtaco:

That's a good idea, I might write a post about it in the future, although in short I've just been aiming for a dark, but saturated, palette with an 8-bit feel (so, for example, all textures have "nearest neighbor" interpolation to preserve blockiness).
45  Community / DevLogs / Re: Zombox on: October 29, 2011, 03:02:18 AM
Thanks guys!

Franklins Ghost: There's a day/night cycle, yes. It's still just a prototype. Eventually I want to make it so that the number of zombies and other things is affected by the time. The darker it is...the more zombies come out Smiley
46  Community / DevLogs / Re: Zombox on: October 29, 2011, 12:27:55 AM
I did some more work on Zombox this week.

-Worked further on modeling building interiors.



-Got an object interaction system prototype working. When the player touches an object he/she can interact with, it begins to glow and a context-sensitive icon appears in the top right of the screen which can be pressed.

47  Community / DevLogs / Re: Zombox on: October 23, 2011, 04:47:48 PM
It's being developed in Unity, which supports PC and Mac as platforms, so a Steam version is not entirely out of the question. My first target is the app store, though, as well as Unity's web player so people can play it in their browser.
48  Community / DevLogs / Re: Zombox on: October 22, 2011, 12:18:03 AM
More updates have been made to Zombox!

-been working on building interiors...about half of the interior models are complete

-controls added to allow the player to rotate the camera

-doors must now be manually opened/closed



49  Community / DevLogs / Re: Zombox on: October 14, 2011, 04:55:56 PM
Character customizations have been added to Zombox. The main character can now be dressed in various clothes, including over 60 hats, shirts and pants. Each clothing item provides a unique bonus to the character's stats. Some items provide extra armor, some provide extra hit points, some increase speed, some increase the chances to land a critical hit, some increase attack and others regenerate health.

Clothing items, like all items in the game, can be found throughout the world.





50  Community / DevLogs / Re: Zombox on: October 12, 2011, 10:35:41 AM
Here's a bit of a behind-the-scenes look at Zombox's object pooling system, which manages to maintain a huge sprawling environment, full of hundreds of destructible objects, on iOS devices with no in-game load times.


Click here for the complete explanation.

51  Community / DevLogs / Re: Zombox on: October 08, 2011, 08:11:44 PM
Blatant Boxed In Ripoff.  I hope you can't sleep at night you derivative scum.

Never heard of it, but ok.
52  Community / DevLogs / Re: Zombox on: October 08, 2011, 01:46:37 PM
Thanks guys!

Permanent: There's no beta version out yet to try out, but there will be soon. I'll keep this thread updated with my progress on the game and of course post when it's ready to play.
53  Community / DevLogs / Re: Zombox on: October 07, 2011, 09:43:22 PM
Did some more updates to Zombox this week.



The AI has been improved, and the pathfinding now runs asynchronously so longer paths can be calculated with less load on the CPU.

Weapons can destroy environment props and damage buildings as well, and zombies/props/vehicles can be pushed into the nearby streams and rivers causing them to splash in and drown.

Here's a gif showing the splashing in action.

Here's a gif showing the crowd system updating the paths of the zombies. Each new path generated is shown in white

Here's a gif showing a bit of the environment destruction system.
54  Community / DevLogs / Zombox on: October 01, 2011, 09:12:14 AM
Click here for the latest post (updated July 7, 2012)

Hey everyone,

I've been developing a game called Zombox for the past few months for iOS and web with Unity.

It's an open world zombie game with a fully destructible environment, scavenge system with hundreds of items and weapons, crafting system, etc. Been updating it on a weekly basis and so far it's come a long way since the first build.

I'll be posting progress here on a weekly basis and getting all the feedback about it that I can! In the next few months I'll be working on getting a playable alpha out on Unity's web player, and the ultimate goal will be a release in the app store.

I'm always looking for suggestions and feedback! Smiley

Here's my development blog.





Here are a couple of screens:





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