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<title><![CDATA[ Escape From Zombie City worklog on Boolean Soup ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewworklog&id=80 ]]></link>
<description><![CDATA[ is t money still working on that zombie game? yes, yes he is. ]]></description>
<language>en-us</language>
<pubDate>Fri, 10 Apr 2026 00:24:32 GMT</pubDate>
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<title><![CDATA[ WIP 2 ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=347 ]]></link>
<description><![CDATA[ I&#039;ve worked up a second WIP, and posted it over at the Bennu Projects page.  here is the link: http://projects.bennugd.org/?details=43

New to this WIP:
-playable on gp2x WIZ
-running, hiding
-pushing (only in one instance in the wip)
-new dialog system
-the levels are smaller
-improved AI for your co-survivors
-different areas of the city than previous WIP
-many other little things that you probably won&#039;t notice and that i can&#039;t remember



one thing that some of you may be a little disappointed about the WIP is that only the 3 police officers are playable.  I wanted to include my newest character as playable (he&#039;s a SITH!), but I realized I&#039;d have to change more things around than I wanted to, to make that work for the WIP.

any and all feedback is welcome.  your guys feedback from my first wip helped make some nice improvements! ]]></description>
<pubDate>Sun, 04 Apr 2010 18:27:22 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=347 ]]></guid>
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<title><![CDATA[ new web page/gameplay footage ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=345 ]]></link>
<description><![CDATA[ http://moome.limewebs.com/

hello all.  i&#039;m back to work on zombie city.  and i&#039;ve also made a simple little web page for myself.  it&#039;s very simple at this point, but i did put up some game play footage of zombie city.  most notably, for those who played the wip, you can see the running and hiding that i incorporated after the wip.  the video is a little choppy at parts, and the color is a bit off, but you&#039;ll get the idea. ]]></description>
<pubDate>Sat, 20 Mar 2010 22:48:06 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=345 ]]></guid>
</item>
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<title><![CDATA[ looking for opinions ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=317 ]]></link>
<description><![CDATA[ Initially, when I first was coming up with the idea for zombie city, one of my main thoughts was to try and make it have high re-play value. So my plan was to incorporate a lot of random variation to each play through, and to have many different stories that you would randomly be put into. As I&#039;ve mentioned in the past I have 12 different potential villains who COULD be behind the zombie outbreak. So at the start of each game, the computer would randomly select one of the villains for you and you would have to narrow them down until you&#039;ve figured out who it is.

The other option I&#039;m debating is whether to, instead of having the computer randomly select a villain at the start of the game, let the user determine the villain during gameplay. Sort of in a &quot;chose your own adventure&quot; style where certain actions eliminate certain suspects. For instance, choosing a direction to go in from the initial map would wipe out half of the suspects.  the user would not be aware of how their actions are affecting the selection of the villain, they would still have to talk to other characters to determine who the villain is.

Additionally, I&#039;m having a dilemma over whether to keep things generic so that the villian/story is not tipped off to the player if they&#039;ve already seen it before, or if there should be more story elements worked in during the game. If you&#039;ve played the WIP and figured out who the villian is, you&#039;ll notice that all of the information the other characters give you is generic, and not related to what the scientist explains later.  I&#039;m OK with that, but at the same time I do like the idea of building up a story before it gets to the point where you know who the villain is.  

for example, lets say that I had a suspect that was a wizard (i don&#039;t) and he is the villain on this particular play through.  The wizard accidentally cast a zombie spell on Zombie City when he was trying to make chocolate chip cookies for a bake sale.  So I could make it so that maybe another character mentions something about a bake sale, and maybe another character says something about the wizard buying a bag of chocolate chips.  And then when you go into a certain area, you see zombies that are half chocolate chip cookies.  Just vague hints that would set up the story for the villain. The down side, again, is that once you&#039;ve encountered the chocolate chip cookie zombies on one play-through, you will know who the villain is right away on any other play-through that you encounter them.

Now, to mix the issues, if I choose to have the villain selection be random, I can incorporate any story elements from the very beginning of a play-through; where as, any story elements would have to wait until a villain has been determined by the users actions if I make the villain a user selection.

Basically, I&#039;d like to get any feedback from you guys that I can, on what you think would be more fun.  Random selection Vs. User selection; and on the amount of lead-up to a villain confrontation.

thanks ]]></description>
<pubDate>Thu, 29 Oct 2009 23:33:49 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=317 ]]></guid>
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<title><![CDATA[ EFZC on the Wiz ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=316 ]]></link>
<description><![CDATA[ Escape from Zombie City will be available for the Wiz when I finally complete it.  Here are a few pics of it running on the Wiz.









i&#039;ve had some small slow down when fire is involved, but it&#039;s pretty minimal and i&#039;ll be optimizing it as i continue.  it runs a lot better with bennu than it was with fenix.  with fenix, I had more serious issues of slow down with blood spatter. ]]></description>
<pubDate>Sun, 04 Oct 2009 20:51:58 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=316 ]]></guid>
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<title><![CDATA[ time for something bennu ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=312 ]]></link>
<description><![CDATA[ i am  now in the process of converting my code to bennu.  i&#039;ve finally had a taste of bennu and will no longer be coding zombie city in fenix.


here she is running in bennu.  not all the transition bugs have been worked out, but shes running. ]]></description>
<pubDate>Fri, 11 Sep 2009 07:14:36 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=312 ]]></guid>
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<item>
<title><![CDATA[ some more pics ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=309 ]]></link>
<description><![CDATA[ just a few pics to share from zombie city.  I have been working on it, although at a slower rate than I had been before. I moved last month, but now, hopefully, I&#039;ll be able to work on it more regularly. 

anyway, here are some more pics:







 ]]></description>
<pubDate>Tue, 11 Aug 2009 06:25:05 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=309 ]]></guid>
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<title><![CDATA[ you can run, but you can also hide ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=303 ]]></link>
<description><![CDATA[ i&#039;ve made a few alterations/improvements to zombie city (well i&#039;m in the process of doing it i should say).  it took too long to get from point to point in the wip, so  first of all, i&#039;m making each of the levels shorter by 25% (from 4000 pixels to 3000).  and secondly, by double tapping a direction, you&#039;ll be able to sprint for a period of time.

i&#039;ve added a third bar on the player indicator to indicate how long you can run.  it drains as you run, and refills when you are not running.  if you walk, it refills half as fast as if you are standing still.





additionally, you can now hide next to objects.  

unless a zombie is right next to you, or you try to hide from a zombie after it&#039;s already after you, zombies will ignore you. ]]></description>
<pubDate>Thu, 04 Jun 2009 21:34:41 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=303 ]]></guid>
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<title><![CDATA[ WIP in progress ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=300 ]]></link>
<description><![CDATA[ i&#039;m trying to get a wip ready over the next couple of days here, i&#039;m hoping to have it up early next week (might have it up as early as monday night US, tuesday morning Europe). 

next time you hear from me it should be in the wips section. ]]></description>
<pubDate>Sat, 23 May 2009 23:10:25 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=300 ]]></guid>
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<title><![CDATA[ Some Details about ZC ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=299 ]]></link>
<description><![CDATA[ so, i thought i should give some more info on what Escape from Zombie City consists of.  for those of you who remember when i first showed ZC, the basic premise is still the same.  you start out as one of 3 police officers in Zombie City on the night of a zombie outbreak.  you have 2 goals: 1-to get out of ZC, 2-discover who is behind the outbreak.

you start in the middle of ZC and you choose a path to take to one of the 4 exit points; the docks, the airport, the bridge and the woods.

on the map here, your character is indicated by the blue dot.  the bright red lines indicate the possible paths to take, and the blue arrow indicates which of the paths you are selecting.

from one intersection to the next is one level.  the shortest possible route takes you through 4 levels, but there is nothing preventing a player from visiting every level on a single play through, should they so choose.  



there are 12 possible suspects behind the outbreak.  each game will have a different person being the culprit. it&#039;s the players job to eliminate the other suspects to determine who done it (in a sort of &quot;guess who&quot; kind of way).

when you start the game, your list of suspects includes all 12 potential suspects.  you can access the list from the in-game-menu.


to eliminate suspects, you need to talk to your fellow citizens.  you can do this by approaching someone else, pressing the action button and choose to ask them &quot;who could be behind all this?&quot;


they will respond with a clue.


when you return to your suspect list, some of the suspects will have been eliminated.



the last thing i&#039;ll show you for now, i&#039;ve added a player indicator.  it&#039;s the blue thing with the two lines above Sister Susan Wong here.  the top line is a meter which indicates how much ammo is left for your primary weapon (you can&#039;t run out of ammo, but when the meter runs out, you have to reload which leaves you vulnerable).  the bottom line is a charge meter for your secondary weapon.
 ]]></description>
<pubDate>Wed, 13 May 2009 02:22:03 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=299 ]]></guid>
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<title><![CDATA[ Breaking News from Zombie City!!! ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=296 ]]></link>
<description><![CDATA[ ok nothing that really qualifies as breaking news, but i do have more images and info.  first to answer a few questions: 

i&#039;m coding this with fenix, using div studios to create the art and animations (have win 98 running on an old second machine just for this purpose).  hoping to make it compatible with gp2x (i don&#039;t have one right now, so no guarantees on that).

yes, in a tragic case of &quot;should have seen it coming,&quot; Zombie City has always been called Zombie City.  It is just a wild coincidence that there would be a zombie outbreak in Zombie City. what are the odds?



so anyway, here&#039;s some more dirt on ZC:

here you can see Sergent Walter Johndale accessing a control panel.  when you activate a control panel, the control panel pops up on the screen along with a randomly generated color sequence (in this case green, red, blue, and yellow)

entering in the correct sequence will activate whatever the control panel is connected to (in this case it will raise or lower the bridge on the left side of the screen).  however you must work quickly as once you initiate a control panel your character is defenseless against zombies (better bring a buddy along).


this is the inside of Trimont Labs.  inside of Trimont Labs you will find several beakers.


shooting a beaker will spray the chemical that was inside of it.  any zombie unlucky enough to get hit by the spray will have his/her face melted off.



tragically, even ZC pooches are not immune to the chaos. 



who WOULDN&#039;T want to go wandering through the sewers during a zombie outbreak!?  it might be worth your while if you decide you want to get to the other side of town quicker.


that&#039;s all i got for you for now.  but i&#039;ll bring you more from Zombie City soon. ]]></description>
<pubDate>Mon, 27 Apr 2009 05:27:37 GMT</pubDate>
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