If a crop is left in the ground for too long, it will wilt or wither ; that includes zombies. The usual wilt time for both plants and zombies is 3x its growth time so a crop that takes 15 minutes to grow will wilt 45 minutes after it is ready: 1 hour after it was planted.
A wilted crop or zombie is essentially treated as barren land, unless you use Regrowth , which can bring back wilted crops and lifeless zombies. Keep in mind that some plants will never wither and some plants whither extremely fast; you need to treat these plants carefully in order to use them to their full potential. Note: In Zombie Farm 2 they no longer wilt, now crops stay fresh for 3x grow time. Fertilizing is an act that causes a plant to give twice as much Gold when it comes time to harvest.
When you plant a crop and you have a garden zombie on your farm, that plant has a chance of being fertilized. The odds depend on how many and what type of garden zombies you have. Zombies can be fertilized when planted, and with the 0. Fertilizing greatly affects the strategy of how plants are grown. As you play and progress as a farmer, you will probably need more space, which is why you can purchase an upgrade for your farm size.
The upgrade takes place as soon as you make the purchase and cannot be undone. A good way to quickly change the look of your farm is to change its ground.
After you purchase a ground upgrade, you can switch between them whenever you like by returning back to the Ground section of the Upgrade menu in the Market. Ground upgrades are purely for looks and do not affect your plants or zombies in any way. Although at the start the user has a choice of 6 normal farmers 3 male, 3 female , they can buy aditional Farmer Heads via In-App Purchases , different farmers that each have their own special ability.
You can switch the farmer at any time, and a purchased farmer will stay yours forever. Zombie Farm Wiki Explore.
Basic Farm Achievements Quests. I think the "farm" should be a "map" of sorts It'll look just like a farm, but the user can select a plot of land or a herd of animals and then the screen would "zoom" in to a particular plot of land and you would have "corn" or whatever take up the entire screen for real work If the user clicks on the "zombie-infested" plot of land, we go into battle!
What ya say? I like the idea of separating out crops and herds. My worry was, if each square can be in too many "states" farmland, water, overrun by zombies, etc we'd rapidly run out of graphic characters in different color sets to use. A lot will probably depend on making several states be in the same color, but distinguishable to the user's eye -- unplowed land vs. One possible solution: require the barns and silos to take up 2x2 squares, and make them sprites.
Make it a requirement that they're placed on cleared land, and perhaps set some kind of limit on how many of each to get around the four sprites-per-line jazz. I gotta go get some real-life work done, but I'll do some puzzling out on paper of formulas and mechanics today, and come back to this later tonight. The 'zoom in' is kinda what I had in mind for the zombie attack portion, but it'd actually be loading a new program in which tackled the arcade portion of the game.
The same principle could apply to the farming portion of the game too. I hadn't really thought of it that way. What would the player do when they clicked on a square of pasture or cropland? Another idea that just cropped up: if you click on an overrun square and battle zombies there, it's just your people, zombies, and whatever background stuff tree stumps, old cars, etc we wanted to add in.
But on the occasions where the zombies attack your already-cleared land, there could be animal sprites roaming around getting in the way, and it could count against you somehow if the zombies manage to kill your livestock, even if you ultimately win the battle for that square.
Watch for some graphics here in an hour or so I'll get a bunch of stuff done. Just some ideas. I'll draw a rough farmhouse, zombie, silo, etc. I'll try to put it on a sort of farm-type screen nothing official, just some mockups for reference.
Just got started, but wanted to show you what I've got so far. Here's the code, take it and run! This will be a "turn based" development project. Now it's someone else's turn to have a go at it. We should make an option to buy dogs expensive which can guard 1 plot of land at a time With the dog guarding the plot, zombies are prohibited for a certain period of time from taking over that plot of land. Like maybe 2 days or something. Dogs will have to be super expensive though, to keep the difficulty level up.
Makes the barn look better too. The Zombie Farmville title screen is awesome. I immediately wanted it! You guys seem to be taking it in a different direction than I had in mind, though, so I'll watch to see what develops. I'm actually gonna bail on this project already I look forward to seeing what develops, and wish I'd have time to be involved I've come up with a different gamescreen very very different that I'll post in a little while, when I get back to my computer.
I'll be throwing out a bunch of possible gamescreens and graphics to see if any stick. With a title screen like this one, how can we NOT work on it!!! Thanks, sometimes!!! Here's a quick-and-dirty design of some potential terrains, as well as a barn and silo in pseudo-isometric. Still not happy with the barn yet The terrains are, from top to bottom, unbroken ground, plowed furrows, harvestable crops, and pasture for grazing. The 8x8 terrain tiles are to the right, while the barn and silo are composited from multiple characters.
Let me know what you all think and I might work on a few more assets in the meantime. Though I really should be finishing Yeti first. But the twist here is to grow brain-munching zombies and use them to invade farms, pirate ships and what not! There are several new improvements and additional features infused into the game, including a weird zombie pot that mutates two zombies and transforms them into a grotesque, never-seen-before monster.
This fun farm sim game is an addictive freemium title, which means it is free to play, but may require players to buy special currency called brains to buy powerful zombies. There are many fun features discussed in this guide. You will also find tips and tricks to make the most of your Zombie Farm 2 zombies and learn how to create mutant zombies.
You can buy them in exchange of gold or the special currency brain. To expand your farm, you will need to level-up. Notice the XP meter at the top-left corner of your screen. The meter fills up as you earn XP by placing crops, zombies on your farm and completing quests.
You level-up when the meter fills up. In this way when you level up to level 11, you will get a chance to expand your farm land. You can access the expansion sub-menu by tapping the farm tab in the Market menu. To expand, you will need 50 brains.
Each crop needs some to grow and harvest. All you have to do is buy boosts that ensure instant growth and harvest. Tip: In this sequel, a new feature allows players to earn more gold if they harvest a crop early.
The fresher the crop, the more money it will yield. Full-grown crops have a three yield cycle, which means it will remain fresh for only three hours if it takes one hour to completely grow. If you harvest a crop in the first hour, you will earn more.
But if you harvest it in the third hour, you will receive half of the gold earned in the first hour. You can access boosts via the market, but have to spend at least brains to purchase them. You can also earn them for free, but for that you will have to invade an area successfully. A boost can be used only once.
Zombie pots unlock at level 3, which means you will have to earn enough XP points to level up to 3. To access a zombie pot, you just have to tap on Items in the Functional sub-menu of the multi-tool menu.
The first pot requires players to spend at least gold. After that, you will have to spend 30 brains to buy additional pots.
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