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).

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.


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

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

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

The greatest of all time. Drawn by @Tharamar33
and animated by @MarineBlue ![]()
, Small as always, but brave.
Sun-Shroom


Also drawn by @Tharamar33 ![]()
Potato Mine

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.


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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