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:)
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.
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
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.
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
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:)
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
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
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.
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.
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.
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).
Firearms:
a. Pistol
b. Shotgun
c. Machine Gun
d. Rocket Launcher
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.
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.
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
pistol shot speed
pistol damage
pistol knock back
shotgun mag-capacity
shotgun Damage
shotgun shot speed
Machinegun mag-capacity
Machinegun damage
Machinegun Crit-Chance (shared with auto-cannon)
Rocket Launcher mag-capacity
Rocket Launcher Damage
Rocket Launcher Safety: Rockets wont detonate in range to kill player
Rage: consecutive shots build combo power and increase damage
Traps:
Each point spent in traps increases the players chance to dodge.
Mine Carry Capacity
Mine Damage
Mine Triggers (keeps mines from targeting you)
Spike Trap Carry Capacity
Spike Trap damage
Spike Trap speed
Lighting Trap Carry Capacity
effect radius: distance from trap that lightning can jump
Damage: starts with very little or no damage
Auto Cannon Ammo
Auto Cannon Damage
Auto Cannon Knock Back
Reclaim Traps: allows player to reclaim a trap by walking over it.
Electrical Weapons:
Each point spent in electrical weapons increases player move speed.
Laser efficiency
Laser Power
Laser chance to penetrate
Lighting Gun Efficiency
Lighting Jump range: applies to traps claws and gun
Number of Lighting Jumps: applies to traps, claws and gun
Lighting Claw Efficiency
Lighting Damage: applies to claws and gun (not trap)
Lighting stun: applies to claws, traps and gun
Shield strength
Shield recharge rate
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)