In case you don’t follow us on Twitter or Facebook (and why not? You should be!), we’ve uploaded a gameplay video of Zombie Football Carnage on Youtube, check it out:
Last week we showed you some concepts for our current project. We’ve been advancing at a good rythm and the game is almost finished!
The name is Zombie Football Carnage, in this game you’ll fight through several waves of increasing difficulty, grouped in matches. To slay the zombies and monsters you have three main weapons at your disposal: A football, a charged attack and a dash to escape from enemy attacks. While playing you’ll earn money, that allows you to purchase upgrades in the shop to reach further levels and get higher scores!
The game features 15 different enemies, each one with its own behavior, combined in more than 20 wave configurations, and more than 10 special weapons that you can use.
Here are the first screenshots for the game:
The church scenario
The Metro scenario
This is one of the biggest and best looking games we’ve ever done here at Milkstone Studios, and it shows off some of the improvements we’ve made in the engine during last months, so we’re proud of it .
We expect to put the game into peer review some day next week. We’ll be posting more screenshots, boxart, info about the game and a gameplay video during the next days, so be sure to check it out!
UI: Added a delay on some screens (Score boards, Versus game configuration, Mode instructions) to ensure they are read before any player accidentaly presses A.
UI: Added a Purchase button on the game pause menu.
UI: Changed the way the user selects a custom pot. Instead of using the two axis of the Left stick, all the variations can be selected with left-right.
BUGFIX: The Earthquake power up pushes in all directions instead of only to the upper right corner
BUGFIX: Fixed a grammar error in the Trial mode message
GRAPHICS: Made power ups a bit brighter to ensure the icon can be seen on dark backgrounds
GRAPHICS: Made darker backgrounds a bit brighter, also reduced a bit the tint effect.
GRAPHICS: Added 10+ customization variations.
GRAPHICS: On Bomb mode, a marker is shown to make it easier to check who has the bomb.
GAMEPLAY: Reduced a bit Arcade mode difficulty, AI pots agressiveness increases 50% slower, and they don’t do power dashes on the instant the player gets back to the arena after dying.
GAMEPLAY: Changed spawn positions of players and power ups, so players are on the corners and power ups on the sides. This way, each player start position will coincide with the corner shown on his gamepad.
GAMEPLAY: On Catcher mode, reduced the penalization for falling (You lose now 1 point instead of halven the score)
Now the game has just hit the virtual shelves, we have some things planned for a future update, along with some bugfixes that were reported.
UI: Add a delay on some screens (Score boards, Versus game configuration, Mode instructions) to ensure they are read before any player accidentaly presses A.
UI: Show the instructions on the pause screen too.
BUGFIX: The Earthquake Power up only pushes players to the top right, it should be totally random
GRAPHICS: Make power ups a bit brighter to ensure the icon can be seen on dark backgrounds
GAMEPLAY: Change spawn positions of players and power ups, so players are on the corners and power ups on the sides. This way, each player start position will coincide with the corner shown on his gamepad.
GAMEPLAY: On Catcher mode, lessen the penalization for falling (now you lose 50% of your points)
NEW VERSUS MODE: Yet to be disclosed…
NEW VERSUS MODE: Yet to be disclosed…
GRAPHICS: Some extra customization variations.
NEW POT MODEL: Yet to be disclosed…
That’s the current list of changes we have in the works. If you have any suggestion or bug you want to report, just let us know by posting a comment here!