
ALT A somewhat overview of the level, although many things are out of frame due to the sheer size of it all.

ALT The zombie spawning logic! Back when I created it in June 2020, it wasn't yet known how the original game worked. So I improvised my own system for it, which I think works pretty good. During the development it was slowly figured out how the real game worked, but I decided to keep my own design.

ALT Some of the logic that goes into every zombie. The blue logic is unique to each type, while most of the green are the same for all of them. This is done by each zombie having 2 tags which are broadcasted to with a broadcast microchip. With this system I also don't have to have each zombie be present in the level to edit them, and can instead have them only be within emitters. Also, the sheer amount of logic here is probably why the level lags so much at each huge wave...

ALT The level data! Well, the broad level data that should be on during the whole level. The sequencer is set to positional, and is incremented on each new level. The tags store things such as the world, what zombies spawn, if the player can select seeds, etc. Each of the levels also have their own sequencer for what zombies spawn when, you can see this in the reddit post.


















