Devlogs
First log! 1/8
Most recently added:
- Survivors jump up and down upon level completion.
- Added 1 additional level (7 total).
- Updated bullet color to an amber tracer-like color so bullets are more consistently visible across multiple background colors.
- 7th level uses updated large pine tree artwork. Still a WIP.
- Adjusted campfire glow.
Currently planned:
- Improved control mapping.
- Better way to defeat zombies in the first 1/4-1/3 of the level.
- Various interaction effects for when zombies collide with survivors. This may be different depending on if the survivor is holding a weapon.
- Display "zombies remaining" and "survivors remaining required" variables in HUD.
- improved contrast for grenade fragments/debris.
- 2d platformer-style refueling level where player will fend off zombies until plane is refueled.
- Additional weapon types which will be ulocked over time rather than all provided from the beginning.
- Zombies will ignite when colliding with a campfire.
- Additional art assets for cabins/structures.
- Final stage - At the end of each set (world/biome) of levels, the ground will move beneath the plane as it clears one long level in one pass.
- Additional worlds/biomes.
- Different bullet impact effect for when bullet hits water tile.
- Start menu and level selection screen.
Notable known bugs:
- Grenades intermittently don't bounce off of colliders and stick into the ground
- Conflicting logic when player simultaneously kills the last zombie and a survivor causing conditions for level completionand level failure to both be triggered. I've managed to at least prevent advancing to new level in this scenario.
- Dropping a grenade while firing machine gun can cause them to collide which preemptively starts the detonation timer, causing a mid-air explosion.
- Layering of certain assets is set incorrectly causing certain objects to unintentionally poke out into the foreground.