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Necromancer, the reverse zombie apocalypse simulator!
Necromancer is an isometric tactical reverse zombie apocalypse game where you play the Necromancer, an undead entity intent on starting the zombie apocalypse and taking over the world! The only thing that stands between you and world domination are the rag-tag groups of heroes that are attempting to reach your mausoleum and take you down.

You need to prevent them from reaching you using the resources at your disposal. This includes an unlimited number of slow, shamblers and a limited selection of special undead creatures that you can purchase with the souls you harvest from fallen heroes. Instead of being a lone hero attempting to fight off hordes of zombies, you need to learn how to use swarm tactics and place your more powerful minions in strategic ways to blindside the heroes or take advantage of their weaknesses.

Each type of zombie you can command has different skills and abilities and only last for the level you use them on, so you need to be careful and clever in how you use them.

We regularly update our Facebook page [www.facebook.com] with loads of info about the game, and will be applying for Greenlight in the near future!

Last edited by Sargon of Akkad; 27 Feb, 2014 @ 6:55am
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Showing 1-5 of 5 comments
James 27 Feb, 2014 @ 7:12am 
Congratulations First Devlog! Now, I will stalk you when I'm bored! Har! Confuse you when you are insecure and intimidate where I can! Because acrually I don't care! Yet... To keep some honesty around here.

But!
Looks like some solid 3D assets you are bringing in there! Tactical game sounds nice too! Remember some good preconditions to make it challenging and evolve around that!
As artist I'd reccomend to keep an eye out for edges in the levels. Try your best to define the paths natural but sharp. And look at how 3D assets blend into the Ground!
Nice to see someone take a first step, cheers and welcome here!

We need to bring some real development life into this place!
Sargon of Akkad 27 Feb, 2014 @ 9:00am 
Thanks for the input! You're certainly right about the art direction, our problem is that we need more assets really. We're doing a kickstarter campaign at the beginning of next month, so hopefully that can help us out. We're hoping to get as much feedback as possible from the experienced devs here, as this is our first commercial project.
Sargon of Akkad 27 Feb, 2014 @ 12:05pm 
Hell, so I was just going over the levels and looking for those long, straight lines - and there are a lot, damn I feel guilty! - and I just started painting a line of grass next to each one. God damn, it looks so much better! I was doing small patches because I thought it would look more effective, but a straight line really breaks up the model nicely. More than that, it effectively gives the playing area a grass border which naturally draws the eyes to the action rather than the scenery. Thanks a lot for the input man, without your suggestion making me go back and spend more time on the lines and edges, I probably wouldn't have noticed that.
James 21 Jul, 2014 @ 4:51am 
Sweet! Nice to hear that you're getting along! Keep it up! Look at the stuff you like, analyse it and re-create. We all get better with each attempt! Sorry I'm late with the reply, had a bussy time too and had no notifications from this forum ...
James 21 Jul, 2014 @ 5:04am 
Oh yeah and practicly I ment that you shoult maybe try to cover up a few of the building transitions with the grass... just sprinkle a few around those sharp edges where your buildings hit the terrain! Don't need to cover it all up, just to break the cuts.
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