Overwatch Sombies is a progressively difficult survival game mode based off of Zombies(Survival) by: Hannon / Original: Pug.
This version replicates a horde style game mode with tons of sombies that pour out of the environment over a course of progressively difficult rounds. The main goal is to make it to the final area of the map to access an upgrade room which you can purchase upgraded damage, healing power, and health. There are also 3 stations which you may choose to purchase a new random character of the role you desire. There are preventitive measures from obtaining duplicate characters as well.
The general flow of the game is starting round 1 & 2 there will be 10 enemies. You and your team will be locked in the first zone/area of the map. After level 2 the amount of enemies per round will increase to be the current round number x 10, to an infinite amount.
At level 5 & 10+ there will be a boss spawn. The boss will be scaled much higher than sombies and take a decent amount of effort to take down while dealing with the sombies at the same time. Bosses and Sombies are completely random each round and can't duplicate on the next spawn. There is a threat system in place for bosses and generally they will focus on a tank role or if none available it will focus on the highest health target.
Each zone you're currently in has 3 purchasable stations. 10% bonus to team health/healing power/damage. This is a 1 time purchase and is fairly expensive. Upon defeating the sombie wave and the boss the current zone purchase effects will despawn and be moved to the next zone costing more and more as you progress. Be sure to plan ahead and purchase them before clearing boss rounds!
The AI is fully programmed with 10% chance per enemy to cast abilities while bosses are completely programmed to cast abilities and ultimates according to your actions and their conditions.
Team composition plays a huge role in how far you can progress however done properly solo players can make it a very long ways while making themselves extremely powerful.
I will be balancing more and more as time goes on as well as working on optimization and a mode that has a round cap per map, on victory moves you to a new map with a new flow, mechanics, enemy combat style etc.
One of the best things some will notice is there is no kill feed spam!
I hope you all enjoy this version and please leave some feedback with any input, good or bad.
I have reworked 90% of the original code keeping some level effect stuff, and a general idea of how the flow of the game goes.