Building incredible multiplayer games since 2012.

Archive for the development Category

Keeping it Fresh

Kristen Mukai

As you may know, most of the missions in World Zombination are procedurally generated, meaning that maps are uniquely created based on the guidelines we create for that mission. We did this so that you can get different maps each time you play a city. With roughly […]

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Balance, Rebalance, and YOU!

Josh Hufton

So, it’s that time in the game development life cycle where the proverbial poo is beginning to hit the fan. If you’ve been following our various development streams, you’ll know that we’ve been dropping hints that the end is nigh—or should I say the beginning? Yes, it’s […]

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Cutting Room Floor: Harvest Sites on the Map

Kristen Mukai

Cutting Room Floor is a series that gives you a look at what didn’t make it into World Zombination. If you missed the previous post, you can check it out here. Current World Zombination players know that you can collect Rations, Supplies, Brains, and DNA in the […]

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World Zombination Beta Update – December 2014

Kristen Mukai

Hey World Zombination players, If you’ve been asking Santa for a WZ beta update… Well, he may be late. There’s a lot going into this update and we are planning on submitting it when the App Store reopens to developer updates after the holidays. But just in […]

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NGUI Depth Sorting

Dan Ogles

This post contains free tools from Proletariat to solve an NGUI sorting issue we encountered in developing World Zombination. Get MonoBehaviour for sorting Renderers against NGUI widgets here Get UIPanel change here Read on for instructions and more information! Like many Unity games, World Zombination uses the […]

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