Devblog 16

Day & Night system, new saving,  water sources, new building, & more!

Day & Night System:
A basic day & night system has been implemented. Switching between
day and night(and vice versa) is still a bit rough but the basics are
they are it still looks pretty good. There is 24 minutes in a day. There
is 10 minutes of daylight, 3 minutes of dusk, 9 minutes of night and 2
minutes of dawn. The times currently aren't even but I do want night
shorter than day.

Saving has been completely revamped
and will now work between versions though it could break with major
updates. The save files also seem to be smaller than they were in the
old version granted my old save thats at 800kb isn't that big anyway.

Water Sources:
I have added a small little pond to the game just to get the basic water
stuff ready. It slows down the player and zombies and makes a splashing
noise when walked in. Currently its a good way to escape zombies as they
move pretty slow in water. In the future you may be able to fill
bottles & or drink from water sources. I probably wont make you have
to boil the water.

World Changes:
First up for world changes
is the new Diner. It's about the size of two house and has a lot of food
inside. Next up is the sidewalks and roads, I took look around where I
live and on google maps viewing towns and cities and realized that most
sidewalks are right next to the road, not a few feet away with grass in

I decided to do some cleanup this update as
well, for some of the weapons I was using a counter that I hid off
screen to create the fire delay, I also had a something similar for the
save game message that popped up. I replaced those with global values
and timers,  which actually makes some of them work better than before.
Some of the guns were also using the counter values on the hud instead
of the global values when reloading so I fixed that too.

Bugs & Fixes:
- Fixed memory leak with zombie corpses
- Fixed spastic zombie corpses

Update should be live shortly so go check it out!


Z 10 MB
Version 0.1.6 Sep 30, 2017

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