Building the Foundation for Survival and Strategy
Zombie Lemonade Devlog #1: Building the Foundation for Survival and Strategy
Hello, fellow survivors!
Welcome to the first official devlog for Zombie Lemonade, where running a simple lemonade stand means defending it against a horde of zombies! I wanted to share some insights into the development process so far and what you can expect from the game as it progresses.
The Concept
The core idea behind Zombie Lemonade came from mixing the classic "tower defense" genre with a quirky twist. Instead of building traditional fortifications, you’re managing a lemonade stand in the middle of a zombie apocalypse! Your main goal is to keep the lemonade flowing while keeping the undead at bay. As simple as that sounds, balancing the survival mechanics with resource management and strategy has been quite the challenge.
Interestingly, this game idea has been on my mind since I first started game development over 15 years ago. The concept and mechanics of managing a small business in the face of chaos have evolved in my mind for years, and it’s exciting to finally bring them to life. Zombie Lemonade is the result of all that time spent thinking about how to blend survival, strategy, and humor into one cohesive experience.
In Zombie Lemonade, you'll face waves of zombies, but also have regular customers trying to buy lemonade. The zombies, of course, would rather snack on your customers than sip a cool drink. It's your job to protect the stand, the customers, and your revenue by placing barricades, setting traps, and even crafting items to outlast the horde. What could go wrong?
Current Progress
1. Core Mechanics
I’ve got the basic framework for the game working:
- Grid-Based Map: The map is grid-based, and players can place buildings, defenses, and lemonade stands anywhere on the grid.
- Customers and Zombies: Customers spawn from office buildings and make their way toward your lemonade stand. Zombies, on the other hand, spawn from gravestones and attack customers on sight.
- Pathfinding AI: Both customers and zombies use pathfinding algorithms to reach their destinations. If customers get intercepted by zombies, well… you’ll have one less customer to sell lemonade to!
2. Defenses and Crafting
To give players more control, I’ve implemented the crafting system. You can gather resources from the environment (cutting down trees for wood, for example) and craft defenses like barricades, traps, and cannons to slow down or eliminate the zombies. The crafting system is still being balanced to ensure it’s rewarding without being overwhelming.
3. Economy and Resource Management
The economy system is in place as well:
- Lemonade Sales: Each customer that makes it to your lemonade stand earns you money, which can be reinvested in defenses and resources.
- Repairing the Stand: Zombies don’t just eat customers; if they reach the lemonade stand, they’ll attack it too. You’ll need to use your earnings to repair the stand and keep it operational.
4. UI and Visual Design
One of the most fun parts has been creating the post-apocalyptic design of the game. The hammer icon (used to build and repair) and other UI elements have been given a worn, rugged look to match the theme of survival in a world gone mad. I’ve tried to keep things simple yet visually engaging, making sure the UI doesn’t interfere with gameplay but still keeps the player immersed in the theme.
Challenges So Far
Balancing the difficulty curve has been a real challenge. I want players to feel like they’re in control, but I also want the zombies to feel like a real threat. Too easy, and it becomes boring; too hard, and it becomes frustrating. I’m still tweaking the AI to ensure both customers and zombies behave in ways that create interesting strategic choices.
Another challenge has been making sure the game feels fresh across levels. I’m working on introducing different types of zombies, with some being faster but weaker, and others acting like tanks, smashing through your defenses.
What’s Next?
- Level Design: I’m focusing on building out levels that feel like strategic puzzles, where players have to think carefully about where to place defenses and how to use the environment to their advantage.
- More Crafting Options: Expanding the crafting system to include more creative ways to fend off zombies.
- Polishing the UI: I’ll be refining the user interface to make sure it's as intuitive and clean as possible while maintaining the post-apocalyptic aesthetic.
- Balancing Gameplay: The next phase will involve a lot of playtesting to fine-tune the difficulty and pacing.
Final Thoughts
I’m excited about how Zombie Lemonade is shaping up so far! It’s a quirky mix of survival, strategy, and resource management with a fun and unexpected twist. This game idea has been sitting in the back of my mind for 15+ years, and it’s thrilling to finally see it coming together. I’m looking forward to seeing how players tackle the challenges of running a business in the middle of a zombie apocalypse.
Thank you for following the development of Zombie Lemonade! I’ll keep updating you on progress as we get closer to release. If you have any suggestions or ideas, feel free to drop a comment—I’d love to hear your thoughts.
Stay safe, and keep your lemonade flowing!
Zombie Lemonade: The Last Stand
Defend your lemonade stand in this zombie survival strategy game. Build, craft, and protect against waves of the undead!
Status | Prototype |
Author | TapTouchClick |
Genre | Strategy, Puzzle, Survival |
Tags | 3D, Crafting, Low-poly, Sandbox, Singleplayer, Tower Defense, Tycoon, Zombies |
Languages | English |
Accessibility | Subtitles, Configurable controls, Interactive tutorial |
Leave a comment
Log in with itch.io to leave a comment.