Game
Plants vs. Zombies: City Invasion

4 hours ago

Polishing the Horde & Reworking the Basics


Hey everyone! We’ve been busy cleaning up the guts of the game... literally.

I’ve spent a lot of time restructuring the code to make everything smoother and more scalable. One of the coolest additions is the new animation blending for zombies. No more frame-skipping, their movement feels a bit more natural now! (This will be also implemented on plants later).

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We also decided to ditch the boring 1-lane tutorial. Level 1 now features a 2-lane setup and a slightly more aggressive spawning rate so you don't get bored with the same old thing.

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And say hello to the first two new members of the zombie horde...

Dustman Zombie

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A variant of the Classic Zombie with slightly more HP. Introduced on level 3 and a dominant presence in a future stage.

Trashcan Zombie

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Ok. He's not really "new", he's back from the console versions of PvZ 1. But what's new about him are his varied behaviors depending on the level. He usually uses his trash can to "tank" plant projectiles and thus protect the zombies coming behind him. Of course, if there isn't any Catapult on the lawn...


While the zombies are getting all their brains, the plants are getting some love too.

Puff-Shroom

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The greatest of all time. Drawn by @Tharamar33 and animated by @MarineBlue , Small as always, but brave.

Sun-Shroom

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Also drawn by @Tharamar33

Potato Mine

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Always useful in the early game, its design was based on the concept art of PvZ 1.


The main menu is functional, taking you straight into the intro sequence (with an unfinished Pool Stage background). We're currently working on a comic-style cinematic to bridge the gap between the intro and the tutorial. This story is going to be bigger than you expect.

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Finally, I'd like to show you the sketches of the other locations in the player's house, which will be the first stage of the game. Yes, the player's house, with all its locations (day, night, pool, fog, roof), counts as a single stage.

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PvZ: City Invasion (Beta) - Level 1-2 Demo video (with mixed languages cause multiple language support is still a wip) Join PvZ CI's Discord server: discord.gg/tBD3hnCpT4

POWIE!!

PvZ:CI is currently looking for: - Writers - Translators (English, Chinese) To apply for one of these jobs join the Discord server: discord.gg/tBD3hnCpT4 You can also join to get more frequent updates on the game's development.

There hasn't been much progress in the last two months, the only thing I can share with yall is this piece of concept art of one of the new plants

a very quick implementation of stage 2 to test the night shader effect applied to plants and zombies the second image is how night looks in pvz 1 so you can compare

Loading screen Art by @Tharamar33 and @MarineBlue

THE ZOMBONI

The demo might be released soon, maybe early 2026, I'm working hard to finally have something playable

PvZ CI finally got a second private beta release after a long time (only took a bit more than a year) containing 2 fully functional levels. I'd say it's pretty stable, only certain visual effects are missing. This may mean that development will be faster.

ALL ZOMBIE NEW ANIMATIONS (Classic Zombie, Disco Zombie, Polevaulting Zombie, Classic Screendoor Zombie, Construction Zombie) Art & Animation: @MarineBlue