Zombie’s Daughter could be labeled as a small wave management defense game where you take in charge the survival of several people trapped in a church, while a zombie apocalypse is raging outside. The church will have several doors that will need to be protected at all costs to avoid zombies breaching in and slaughtering everyone. Before each wave, you will have 30 seconds to prepare for the attack. You’ll have to manage four different resources to accomplish this: Manpower, Ammunition, Wood and Food.
After the big overhaul that was 2.0, what's planned next?
Posted by Drithyl on Oct 17th, 2012
Hi there, dear fans of zombie slaughtering!
As you surely noticed, version b2.0 was quite a huge change-maker. I hope you enjoy the new format of the game the same as we do. Of course, we won't stop here, and there's still a good way to go to call our little game a "full" release. Below, I show you the changelog for the next planned release:
- Attack animations: Right now zombies simply stop moving once they reach the church, and of course that's not pretty. The next release will include an attack animation for each monster, so that you can watch them tear down your precious building.
- Weather conditions: Weather will eventually change during your games. It will rain, it will be sunny, it will be foggy, etc. This will affect different calculations in the game. For instance, if there's heavy fog, your survivors will spend more ammunition on taking down monsters.
- Lighting synchronization: The background will change its lighting depending on the time of the day, so for instance if you're playing at night, the sky in the background will be much darker.
- New monster: Since 2.0 and the Heartheater, we will probably try to add a new monster with each new release. This time, you will meet the Griefer! You can expect him to come knocking at your church's door and crash it down! You can have a look at him at the end of this news.
That's all for the next version. As you can see, item upgrades will still be unavailable. We want to have a certain number of monsters before we implement them, so we can have more varied effects.
For the time being, keep enjoying the game, and wait for our next work!
P.S.: Our development will be focusing on each point of that changelog individually, and once we complete it, we'll move on to the next. Whenever this happens, we will upload a new small release so that you can enjoy each new addition into the game as soon as it gets done, so be sure to check on the downloads section for new content.