Have Car? Kill Zombies! V.2.5
- Twitter Integration
- Game Center Leader-Boards
- Complete overhaul of the menu system including:
- Audio
- Graphics
- Tap based menu navigation
- Updated and improved city level:
- New gaphics
- Better concept/level design
- All of the levels are supposed to be difficult/impossible to earn a gold medal, but the old city level was just poorly designed. I really think I fixed it, it's actually fun to play now!
- Added new level, "Trains":
- "2nd" level of the game, it is set in the desert and features trains that will intermittently cut across the screen, disrupting the player and killing everything in their path! Fear the trains!
- One of the main reasons why this update has less content than I had envisioned is the trains on this level. They seem simple enough when you see them in the game but, mechanically, they took absolutely forever to program. I really like the way that they turned out though.
- Added new level, "The Mine":
- This is the final (3rd) level of the first, desert themed, set of level/world. It's main feature is limited visibility. A majority of the level takes place inside a mine that is very poorly lit. Fear the darkness!
- Mechanically, this level was pretty simple to implement. Every time I drive though a "dark" section of the mine, I find myself holding my breath, hoping I don't hit a human. What's that you say? Why doesn't the car have working headlights? Maybe you should have thought of that before you started crashing into hundreds, if not thousands, of zombies? Headlights aren't indestructible you know...
That's about it. There are a few other "under the hood" changes but those aren't really worth noting here. Also, despite what I said in an earlier post, the game will be staying at the old price of $0.99 until the next, next update when I add the other 3 new levels I had envisioned for this update.
Thanks,
-Cody Johnson
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