Hey guys! I’m the community director at an indie studio called Proletariat that is working on its first major release, World Zombination. Just posting to give everyone here a look at the game (which is still in development). I’d love to hear what people think about not only the game but the goal we built the studio upon: creating great multiplayer team based games.
We’ve been working on World Zombination since spring of last year and we’re steadily heading toward the beta (aiming for March or April). In a nutshell, it’s a faction-based strategy game that pits zombies and humans against each other in battles all over the world. You can play as either side, each with its own unique gameplay.
The game is made up of three main parts: moment-to-moment gameplay, the world map, and unit/army management. Here are the details of each piece:
Moment-to-Moment Gameplay: Infected
Each faction plays differently. The zombie faction, known as the Infected, has a reverse tower defense or real-time strategy feel. Right now we have only a single mission type, which is city invasion, but we plan to have more. The mission is set to last 4 minutes and players must destroy all enemy objective buildings and all human defenders in that time to get the maximum rewards in return. Strategy centers around which units to bring on the mission, which spawn points to choose from (each city has 4-8 locations), how much of the horde to deploy at each spawn point, and when to use special units.
Moment-to-Moment Gameplay: Survivor
The human faction, known as the Survivors, plays like a fixed path tower defense game. Players need to protect their objective buildings for 4 minutes. Humans are smarter than zombies so they have better AI. Players place units into squad points and each unit synergies differently depending on the other units in the squad. For example, if you put several Lumberjacks (melee units) in a squad with Gunfighters (short-range units), the Gunfighters will actually get into formation behind the Lumberjacks so they can be protected. Strategy focuses on which units to take on the mission, which squad points to place the units, which units to place in the squads and which squad points to reinforce once the waves start coming.
Also, players do not play head-to-head in the missions. These are currently always done against a procedurally generated opponent. The competition comes in at the world map level.
World Zombination is built to be a massively multiplayer game. Everyone, regardless of location or platform, will see the same world map. This map is populated with an array of potential cities currently available. Each battle is won by scoring victory points in the missions. The battles in the game currently come in a variety of flavors:
- Solo Battle - This battle is always available and effectively works as single player progression
- Solo Conflict - This is an event that pops up where players work by themselves to win enough missions to win the battle
- Guild Raid - In this battle a guild officer or leader can start it and the entire guild can work together to win the battle
- Guild vs. Guild - This is where two guilds compete over a city in an attempt to take control of it getting good rewards and a buff for the entire guild
- World Conflict - These are the massive events where everyone in the game can participate. The rewards are big and players are ranked individually and by guild
Guilds and players must decide where they want to focus their attention. Each conflict is only open for a limited time and players in the same guild get a boost from working together so it is important to coordinate. This is the key piece we wanted to achieve. We want players to be texting each other telling them to login and go do a mission in Paris because the guild is so close to winning it. We want it to feel like you are working together as a team but you are not stuck waiting to be online at the same time, just in the same timeframe. These Conflicts and Raids will last anywhere from a few hours to a few days.
Unit and Army Management
At the end of each mission players get a new unit. Players can also get new units as rewards from things like Conflicts on the World Map. These units can be combined to level them up and make them more powerful. Each unit has three ranks where they become vastly better and are given a new perk. Choosing which units to level to match your specific play style is the key piece to this part of the game. We have about 15 base units per faction in the game right now with different varieties of rarity expanding this number greatly.
We are going to release first on iOS (iPhone and iPad) and Android. We are still figuring out how to release the game on PC (through Steam or something else).
You can see the progress of the game on our Twitch channel. Each Wednesday we do some live development and it varies from art to engineering to design. On Fridays we go through everything new that has been added to the game. You can also check out the Proletariat Inc YouTube channel to see more videos.
We're into transparent development and love to interact with fans and other gamers, so it would be awesome to hear what you think. Also, we have a ton of art and other posts up on our Facebook page: https://www.facebook.com/proletariatgames