Hello everyone! Welcome to the second page of the EvilPunk Developer Diary! In this article we will talk about our Enemies, Map Interaction and Wave System.
In this update3
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Repeated intro
Hello everyone! Welcome to the second page of the EvilPunk Developer Diary! In this article we will talk about our Enemies, Map Interaction and Wave System.
What changed
0 fixes2 additions4 changes0 removals
Maps
Gameplay
changedHello everyone! Welcome to the second page of the EvilPunk Developer Diary! In this article we will talk about our Enemies, Map Interaction and Wave System.
changedEnemiesWhile making a zombie-themed game based on the Steam Punk concept, we changed these values significantly compared to the previous demo. Before starting the project, we had created upper limits for the wounds, bloodshed and brutality of the zombies in our art style. However, later on, we decided to have a "tense/mystical" feeling and be close to the dark western theme for the ambiance.
addedEnemiesAt this stage, we reworked the models and textures of the zombies - again taking our art style into account - with a more detailed understanding in order to capture the tense feeling. For the mystical part, we produced new non-zombie demon enemy types.
addedMap InteractionWe felt that our maps in the previous demo were small and insufficient for the player's gameplay. So we changed and rearranged many of our maps. We also implemented new maps that we had in mind.
changedMap InteractionThe main focus of these maps is a church that we have to defend, an area around us that we can explore within the maps, collectible chests in this area and a tense environment that you can feel in your bones.
changedWave SystemWe also felt compelled to rework the spawn system of Waves. Previously, enemies would spawn around the player and in places they weren't looking. However, to make this more optimized and compatible with our maps, we placed spawn points in certain areas. This way, we made it more understandable which direction the player should defend.
EvilPunk changes
changedHello everyone! Welcome to the second page of the EvilPunk Developer Diary! In this article we will talk about our Enemies, Map Interaction and Wave System.
changedWhile making a zombie-themed game based on the Steam Punk concept, we changed these values significantly compared to the previous demo. Before starting the project, we had created upper limits for the wounds, bloodshed and brutality of the zombies in our art style. However, later on, we decided to have a "tense/mystical" feeling and be close to the dark western theme for the ambiance.
addedAt this stage, we reworked the models and textures of the zombies - again taking our art style into account - with a more detailed understanding in order to capture the tense feeling. For the mystical part, we produced new non-zombie demon enemy types.
addedWe felt that our maps in the previous demo were small and insufficient for the player's gameplay. So we changed and rearranged many of our maps. We also implemented new maps that we had in mind.
changedThe main focus of these maps is a church that we have to defend, an area around us that we can explore within the maps, collectible chests in this area and a tense environment that you can feel in your bones.
Enemies
While making a zombie-themed game based on the Steam Punk concept, we changed these values significantly compared to the previous demo. Before starting the project, we had created upper limits for the wounds, bloodshed and brutality of the zombies in our art style. However, later on, we decided to have a "tense/mystical" feeling and be close to the dark western theme for the ambiance.
At this stage, we reworked the models and textures of the zombies - again taking our art style into account - with a more detailed understanding in order to capture the tense feeling. For the mystical part, we produced new non-zombie demon enemy types.
Map Interaction
We felt that our maps in the previous demo were small and insufficient for the player's gameplay. So we changed and rearranged many of our maps. We also implemented new maps that we had in mind.
The main focus of these maps is a church that we have to defend, an area around us that we can explore within the maps, collectible chests in this area and a tense environment that you can feel in your bones.
Wave System
We also felt compelled to rework the spawn system of Waves. Previously, enemies would spawn around the player and in places they weren't looking. However, to make this more optimized and compatible with our maps, we placed spawn points in certain areas. This way, we made it more understandable which direction the player should defend.