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Slay Heroes, Be A Zombie! Zombie Hero is an Action Adventure RPG where you play as a Zombie, infecting humans and conquering the land.

Post news Report RSS Pre-Alpha Footage: Formations & Infecting Posted

We've released our second video, showcasing more of our Pre-Alpha build of Zombie Hero. In this video, we showcase the different formation modes, as well as basic infecting.

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There are currently 3 formation modes that the player can set at will during gameplay. There is Stand Guard, Defensive Mode, and Formation Mode.

They work as follows

  • Stand Guard - Zombie Followers stay still, not attacking (can be used to assemble an army)
  • Defensive - Zombie Followers will follow the player, attacking only enemies who hit the player
  • Offensive - Zombie Followers will follow the player, actively seeking out enemies, if they detect an enemy in range they will engage in combat.

These modes are bound to be changed to make each of them as useful as the other in different situations, but that awaits testing.

The Pre-Alpha Footage video showcases all of these formations in action.

There are obvious issues with the movement and AI of enemies and zombie followers. Such as, the fact that they line up instead of moving in a proper formation, as well as stacking up to attack the same unity. This will be tweaked as we move along, but currently functionality is taking precedence over beautification. We are hoping to sort out these smaller issues before we hit the playable pre-alpha version.

Along with the formations, we showcased a brief display of the HUD that will be active during combat situations. Currently it is only working for the player, so it is hard to tell what is happening when you are fighting the enemy (this is all displayed in the debug console, it just has no visual representation yet).
The Heal Ability is also showcased briefly, only currently raising your health and lowering your mana accordingly. This will soon have a casting delay that can be interrupted by an enemy attack. As well, to go along with that mana slowly regenerates after it goes down, whereas health does not at the moment. These are features we are toying around with.

Last but not least, we are not going to avoid the elephant in the room that is Automated combat. This is not the norm in strategy games, however since we do plan to make this game multi-platform we plan to put a strong focus on the player micromanaging other things during combat (such as formations and weapons) and take the focus away from selecting enemies and being in "direct" control of combat.

Let us know how you feel on any of these points, feedback at this stage will be extremely helpful in moving forward.

As always, check us out here, on Twitter @ZombieHeroGame or our blog at ZombieHeroGame.com/Blog

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Eleventh Level Interactive
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