Z is for Zombie - an epic journey
jonmulcahy
Member, Sous Chef Posts: 10,408
So, tonight I decided to go back and update Z is for Zombie, I've had some ideas listed in my notebook and since F is for Falling's latest update went out, it's time. The last time I deployed Z is for Zombie, we were all using 0.6.0, and it was my first game in GameSalad. At first I thought I'd have a tough time getting things to work with 0.8.3, but that was a piece of cake. a few timers to fix some sound issues and everything seems to be working. However, knowing what I know now, there are so many instances of bad 'coding', redundant code, bad use of attributes. It's just sad
So, I spent the evening reworking all of the 'fight' code, I redid all the enemies, gave them individual health stats, move global attributes to local attributes and cleaned up their rule set.
It's amazing what we have all learned over the past few months. What seemed impossible (to me) a few months ago is now fairly easy.
I'm looking forward to getting this update out The performance improvements, new features and saving should give the game an extended life.
Lets see what I get myself into , I can tell you I'm terrified at going back to V is for Vortex, that game has hundreds of attributes and even more rules.
So, I spent the evening reworking all of the 'fight' code, I redid all the enemies, gave them individual health stats, move global attributes to local attributes and cleaned up their rule set.
It's amazing what we have all learned over the past few months. What seemed impossible (to me) a few months ago is now fairly easy.
I'm looking forward to getting this update out The performance improvements, new features and saving should give the game an extended life.
Lets see what I get myself into , I can tell you I'm terrified at going back to V is for Vortex, that game has hundreds of attributes and even more rules.
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