- Third Person Shooter.
- Tactical map to manage your troops across the battle.
- Deploy defensive elements to direct the action where you want.
- Post apocalypse - scify style.
- RPG character development.
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
Hi everybody,
We just uploaded a new frresh video in YouTube and wanna show you this battle. We believe it looks pretty cool. So, hordes of zombies are coming from all everywhere, and you must command your soldiers and prepare the battlefield to defend your position. This is the strategy I took to save the troop:
What would you do to defend your position? Remember to join our Discord Server:
Project BlockchainZ is already available on itch.io !
Project BlockchainZ is already available on itch.io. You are so welcome to enjoy our Discord Server.
Far away in the future, the world has fell down and there’s no hope for the hopeless. Society is completely broken in pieces and the few humans alive try to survive at any cost. The whole planet is crowded of buildings burned to the ground. Cities have just became into ruins. But we are not alone. This is not our world anymore. We are sharing this shattered planet with something we get used to calling the dead ones but they are not now.
We created them. We created these creatures in the glory days of our society, when technologies were on the top of the world and we felt capable to return the deceased back to life. It took us a long time of failures to understand that death is something we cannot revert. And we tried to revert it so hard.
Now, these nonliving creatures are walking around the world, eating us, feeding themselves with our blood and beating our meat. Our bodies are just their fuel for life. What a terrible irony: living deaths killing the living ones.
That’s the word we try not to tell. Because that simple meaning do freeze our breaths. They are not just ordinary zombies, like movies always claimed. These creatures are stronger, incredibly resistant and very, very frightening. Just imagine for a while that you meet with something extremely capable to kill you. What would you do?
That’s the only purpose of the life. And there’s only one way to kill zombies: BlockchainZ Ammo, a type of munition especially made to kill living dead, based in a very strong poison which attacks the zombie brain.
Once you are ready to play this game, you must understand there are some critical situations you will have to pass through:
Wanna ask you something: how many zombies are you capable to kill in just one battle?
Remember to join us on Discord!
In Project BlockchainZ we want to develop the action of the game with a huge variety of battles divided in the defensive ones and the offensive others.
Once you start Battle Mode, you have time to plan your strategy. There are some elements you can place in the battlefield before the enemy attacks you:
Get ready to think as quick as possible. The hordes of zombies and the attacks of the raiders are very fast. With the help of the Tactical View, as a player and also as the Captain of the soldiers’ platoon, you must array your troops to the victory. Command your soldiers to any position in the battlefield and be the leader the world demands to be saved.
Destroy the zombie tombs inside the hatches and so you will stop the hordes of zombies.
Do not hesitate: aim, shoot and reload!
Spoil as much Bz Ammo as you can. But be wary of the raiders: they can counterattack.
Remember: your mission is to keep the bunker in safe. Each every single survivor you find across the Worldmap is a little big victory.
DOWNLOAD THE PROTOTYPE ON ITCH.IO!
JOIN US ON DISCORD!
This looks really cool!
I can tell by the videos you have put a lot of effort in the game feel.
I am concerned that the combat may get a bit stale. Especially fighting zombies. Are there different zombie types?
I will definitely keep my eye on this.
4 hours ago, jbarrios said:This looks really cool!
I can tell by the videos you have put a lot of effort in the game feel.
I am concerned that the combat may get a bit stale. Especially fighting zombies. Are there different zombie types?
I will definitely keep my eye on this.
Thanks a lot for the feedback! We are trying so hard to make the prototype feel great, and it's awesone to know you are enjoying it. We have fur types of zombies:
- Fast Zombies.
- Small Zombies.
- Medium size zombies.
- Big zombies. These zombies sploit small others.
Remember, we are available on itch.io for free, and do not hesitate to join our Discord server!
In Project BlockchainZ you will fight in a procedural map where you can find different goals managing the whole action strategically. This procedural map will be your Worldmap.
On the top left corner you'll see how long will reinforcements take to arrive at the bunker. Also, you will notice how many civils are inside the bunker and how much BitecoinZs do you have to spend in the technology's store. In the middle up of the screen, there is an alert about when will the new zombie wave attack the bunker. Time Controller is for the speed while moving across the worldmap. Finally, there is an small world map on the left bottom corner where you will notice all the events around the worldmap.
We've just started creating 5 diferent types of events:
Move freely among objectives around the worldmap but be careful, this world is full of dangerous situations and you must manage the risk of every single action to anticipate your enemies movement and choose how to fight every battle.
Through the Worldmap you will manage your troops and enjoy all the RPG attributes like the troops training, all about buying elements to use in the battlefield and much more possibilities.
In the worldmap you will be capable to manage the challenges of every battle in order to success. There are some technologies at your disposal. You can buy them with the Bitecoins you earn in the battlefield.
Right now, we are thinking on new technologies, so any suggestion is welcome. You can comment here or talk about it on our Discord Server.
Thanks for all, guys! Next update: a patch is coming!
Hey everybody!
We’re working on more meaningful additions, so here’s Patch 1.0.1b! The update is ready for you! We are introducing a new kind of raider, bigger and more powerful, who uses a shotgun (Let us know if you like it). We also add some improvements in the Bullet Time skill, which we’ll explain you with lots of details in the next week devlog. Besides, a new weapon is at player’s disposal, The shotgun: Ready to kill zombies without remorse. Also a big optimization that allow us to put more Units at the same time: 100 to 300.
Additionally we are still working on the story. We’ll show you very soon more info about concepts and who are the factions and what we finally decided about the zombie idea. We are discussing it on our Discord Server, and you are invited to participate.
We will continue working on new improvements and patches, and will be glad to know any feedback or suggestions you have. Don't forget to join us on Discord!
Thank you all for the support, it’s really useful. Hope you enjoy the new patch and have fun!
Project BlockChainZ Team.
Have you ever felt alone in the middle of the battle, desperate to survive against a massive horde of zombies? Us too. And that’s why we are so glad to introduce you the Bullet Time skill, an abbility really useful once you need more time to kill your enemies.
Just imagine for one second how funny could be to freeze the time for a while and see these horrible enemies rushing over you in slow motion. That gives you a break to choose the best response. Lots of situation could happen then. You could kill more zombies, or find a way out, give orders to your troops in order to take a huge advantage on the battle. Also, it looks pretty cool to kill zombies in slow motion.
Take advantage of the Bullet Time and the new shotgun. It looks amazing while killing a lot of zombies. Just try it!
We will talk about other kind of weapons in our Discord Server. Join us!
Hi there
In the last week, we have been working really hard (besides on new features) on optimizations in the game's performance. Today i'll let you know the main problems we've been through this and how we are fixing them.
Right now, the most fps-consuming place in the game is on battles with tons of units, which if you are fighting against zombies it's actually pretty normal (even more if you are playing the hard level as a ranger and you are in late-game).
The most consuming part of the battle is (without a doubt) the AI from your troops, raiders and/or zombies. They need to know a lot of information before they can decide what to do and this is usually where it takes most of the time (paths, line of sight, friendly fire, take covers, etc) and what we could improve the most was the pathfinding (Finding a path from point A to point B avoiding all obstacles). Just because we have a lot of units at the same time, we decided to use a different pathfinding (from the usual pathfinding that Unity uses) that could improve performance, but the counter part was the paths were a bit choppy and hitting stuff that moved in a weird way wasn't fun.
So we decided to remove this pathfinding and stick with Unity's systems, which actually led to better paths and, to our surprise, better performance. This change allowed us to raise the amount of units a battle could have.
One term most of you are probably familiarized with are "hitboxes" or what it's actually called "colliders" (The box that "collides" with stuff and take damage). In order to have accuracy with shots' hits we needed to have up to 8 or 10 hitboxes for every unit (Chest, head, legs, arms, etc). This is fine as long as you don't move them or you don't have a ton of them. You can think that 8 or 10 for unit it's not that much, but having in mind a battle can have up to 150-200 units at the same time. this means 1000-1500 colliders (which it's something that Unity doesn't like).
The way we decided to solve this was to change dynamically the amount of colliders a unit have. If it's really far away and not doing much, we don't really care what is actually hitting it, so we leave it a simple collider, but if the unit is in front of you, we change to a complex collider with up to 8-10 hitboxes so you can keep headshooting and dealing those sweet +300 dmg. This actually uses more rules to manage how the colliders change and makes sure that the player doesn't notices this. And with this we lower the number of colliders from 1K to 200.
Before the patch we released a few days ago, you could only have 100 "real" units on the battlefield. Even if you are fighting vs 500, they will appear on rounds of 100 (So the game could actually be playable). Now the number raised to 300 (it can actually be higher, but we decided to leave room for low-tier PCs). Even with this, there's still room from improvement using some of the latest Unity's features like ECS (Entity Component System) and Job System (Which allow us to use multiple threads to improve game performance), Hopefully, in future patches, we will let you know how all of this evolve and make a better experience!
Don't forget to join us on Discord!