Returning Inside (to the Zombies)

This is going to be a short post that relates to some of the experiments I have been doing recently with an indoor zombie level and an outdoor zombie level.

Long story short, the first experiment was the indoor level, where the zombies were massively powerful, both because their inherent stats (health, damage, etc) and because the nature of the level (tight corridors and short sight lines) gave the melee heavy hitters a huge advantage.

To compensate for that, I made an outdoors level with enemies spread further apart, with longer sight lines and a variety of low walls for the player to use as cover. The thing is, that didn’t help very much.

Glamourshot

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Outdoor Zombies

After my indoor zombie experimentation, where the ranged player characters were overwhelmed by beefed up melee enemies who could take advantage of short sight lines and swarm the player, I decided to take the action outside.

There was two reasons for this;

  1. The new level design would have the immediate, but somewhat tough to measure, effect of rebalancing the game in favour of ranged heroes who can now use the full benefit of their greater range.
  2. With the game already rebalanced in favour of the player I now have a better space to start tweaking range/damage/health variables to get the levelling behaving as I want.

Outdoor Level

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Using the Turn Based Toolkit

As I mentioned in a previous post, I’m going to be using the Advanced Turn Based Toolkit (available in the Unreal Marketplace) as a base to prototype out different mechanics of my turn-based zombie game.

I know at this point I must sound like a salesman for this particular toolkit, but I just love the way it is put together. The best aspect of the toolkit is just how easy it is to customise. I wanted to put together a small, basic map to see how the different characters (a ranged character and melee character interacted).

First, I set out a hex grid and placed a couple of characters. See image below.

HexMap

 

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