This is the archive of the PvZ project page. I truthfully can't be bothered to keep this text, I'll eventually rewrite it on the main page, but its more worth to have this page instead of the main pvz page being a mess.
This is the archive of the PvZ project page. I truthfully can't be bothered to keep this text, I'll eventually rewrite it on the main page, but its more worth to have this page instead of the main pvz page being a mess.
Now many of you may be wondering what this project's purpose is. Truthfully, there is no good answer other than getting what I feel is a good PvZ experience. But what sets this apart from other fangames and mods?
While I currently cannot answer that right now (actual development is currently out of the picture at the moment). What I can say is that this is meant to feel like a mainline PvZ game in its gameplay and ideas. However there are things I'd like to avoid with this project.
This includes:The "Counter This" Syndrome, a very common issue in the first game (think blover, split pea, cactus, etc.)
The Power Creep Issue (woah buzzwords!), an issue more so in the second game, where things very commonly get outclassed by each other, even with world plants. This only becomes an issue when this is A: happening all the time, and B: when uniqueness is being lost as a consequence of this.
Also just, most of the traits from the third game, not a huge fan of those.
Also Doomshroom. I will not elaborate, but he is not getting in no matter how hard you try.
The main story idea is as follows: You (the player) start having more zombie ambushes at your home, and Penny (and eventually Crazy Dave) come along to find out what the problem is. Eventually you learn Zomboss is back at it again, but not quite directly this time around. With that, you set off from Neighborville, across the world to find Zomboss. Perhaps there will be a, less than desired returning family member along the way? While there is much more to describe, that would be giving away too much, and I wouldn't want to spoil the fun after all :>.
Something to note, a lot of the content on this page can be either placeholder or outdated (with the exception of the sprites [usually]), and often will become so on very short notice. It is common that some plants will get added, removed or just reworked.
This project is very much still in its early stages, and will likely stay that way for a while (my computer absouletely despises when I open a game engine to hopefully try and make this soo. yeah. :>
Note: These are the animated sprites I have made for this project. I have, obviously been making more progress on Worlds 1 and 2, and thats just because should this one day become a game like a hope, those worlds would be the priorities to be finished first.
FULL PLANT LISTS
ZOMBIE LISTS
(OUTDATED INFORMATION ALERT) note about some plants currently in questioning to be added. At the time of writing (3/23/24): There are currently 3 plants in consideration, being Parsnip, Chomper (A.K.E.E), and Snapdragon. I personally, do not like Snapdragon as a design, but I am willing to consider adding it as a consideration. Currently A.K.E.E and Parsnip basically have everything planned out for them. In my opinion, if A.K.E.E were to be added there would be too many lobbed plants unlocked in world 5/6. So to compensate, and even just in general, Cabbage-Pult would be removed as an unlockable plant. This is, in truth because Cabbage is too hard to balance in a way where it actually does something without being too far away from itself. We'll see though. (OUTDATED ALERT OVER) I just don't feel like putting something in this things place right now so :>
Couple things I want to elaborate on down here.
The "Counter This" Syndrome thing I mentioned above was an issue I have in the first PvZ game where, a lot of the plants are designed around a specific gimmick they are built to counter, and do nothing else really. Think Blover or Plantern. Even Umbrella Leaf to an extent.
The Peashooter Problem, something of which I have not mentioned on here at the moment, but would like to mention anyway. This is a "problem" in partially in the first game, but very consistintly in the second game, where plants get outclassed, so so incredibly quickly. Think plants like Bonk Choy getting outclassed by premiums like Wasabi Whip or Pokra. This can even be seen in plants not costing real money or fake in game currencies, with plants such as Sunshroom and Primal Sunflower/Potato Mine, pretty much outclassing their counterparts by the time you get them. This can alternatively be called: "The Cooler Daniel Syndrome".Though I want to point out, this doesn't actually apply to Peashooter itself all that much. This is more or less because Peashooter is basically built to be outclassed one way or another. And also it's really, really difficult to not outclass peashooter and actually keep variety if you ask me