Updates for Zombizied End September 2025

Been very busy this month working on an end game splash screen. I have decided to move the amunition and zombie kills statistics from the main game GUI to here. I never really needed them during the game. I also plan to keep a track of all the kills depending on the weapon being used – so that I have hand combat stats. Maybe even the number of searchs.

One of the main things that I have been working on is trying to speed up the rendering on screen. I replaced the zombies “circles” with the zombie image icons from the Zombiced Map Builder package. This are loaded a image resources and the start of the game and placed as tk.images in each zombie class. They animate quite smoothly.

I replaced clicking on the suvivor top icons when a zombie causes damage. When damage is applied, a damage selector tk.frame object shows the survivor icons and this is kept “on top” until a survivor is selected. The function that renders this also calls a function self.survivors.check_if_survivors_are_still_alive which returns either True or False. If False is returned (when a survivor has 0 hp) – the end game splash dialog is called.

I still have an error in the spawn phase callbacks. The sequences are being called correctly, but one of them is incrementing the round and calling self.update_player_deck() before all the zombies in game have moved. This results in the first player in the round melle buttons being deactivated as the zombies were not on the tile at the time.

Zombies during day “mode”
Zombies during night “mode”
Game over splash dialog (with basics ammunition and kill statistics) – most of the zombies killed using melee weapons.

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