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MarZ Rising – Devlog#13

Busy times at doorfortyfour. Our BETA test is currently in progress and we are working on all fronts to fix all bugs and to push MarZ Rising. We are actually preparing lot of PR/marketing material such as texts, images, videos and so on. Finally, we have also implemented all towers and buildings into the game and want to present them to you in this blog post.
Just to mention before: We were selected to present MarZ Rising at the Indie Expo at Respawn Festival (20-21.08) and will also attend this years gamescom! We can’t wait for it! So if you’re around come by to our booth, say hi and play a freshly build of MarZ Rising.
And now as promised, here some nice pictures of the buildings in MarZ Rising, TADAAA:


MarZ Rising – Devlog#12

MarZ Rising will have a 20 level single player campaign and we are currently working on our end level *yay*! Mission 20 will take some time, because it is a bit more complex due to our story.
Regarding the story part we needed an easy but non destructive way to implement ingame scripting and dialogs in each level. So in this post I’d like to give you some details about implementing our story by developing our own tool Flowreactor.


Flowreactor started as a simple node tool to test some dialog stuff, but ended up being a very flexible tool in which we actually can create behaviour trees, state machines, dialog trees etc. It is very intuitive to use: Create node classes and connect them. A node class can perform any action you’d like. It’s like creating a component class in unity with the option to move on to another class after it is finished.
For MarZ Rising I mainly use it as an ingame sequencing tool for dialogs and tutorials: If user reaches a certain point in game, do an action, wait some time, do another action and so forth.


So you may ask, why I didn’t use one of the available node editor / visual scripting / behaviour tools? Well, I always want to stay flexible in terms of bug fixing and I like to keep things clean and simple. Most of the tools I tested were bloated with features I didn’t need, were too complex or just too restrictive. The fact I really dislike is that you need 10 nodes to do something very simple which could be achieved with 5 lines of code.


In Flowreactor nodes have only one input but they can have multiple outputs. There’s no input for any sort of properties. The properties are defined in the node class itself and can then be accessed in the inspector just like a normal component in Unity. Global properties can be accessed by a blackboard. Flowreactor supports serial or parallel sequencing. And thanks to generics, it’s possible to send values to the next node directly which can be further processed afterwards. This way the canvas remains very clean and tidy. For MarZ Rising I have created a set of nodes which are very specific for the game, so they fit exactly into the current workflow.

It’s very fascinating how flexible Unity is in terms of creating your own tools, which can absolutely speed up your productivity. We plan to release Flowreactor as an asset in the Unity Asset Store. But it will need some time for polishing first to make a complete product out of it. Time, we want to invest in our game first 😉


MarZ Rising – Devlog#11

This post is dedicated to our towers. In MarZ Rising you will have the choice of 5 different towers, each with 3 upgrade levels. As for now 4 of them are ready. So we thought you might like to see some of our art stuff.


The Machine Gun Tower is our all-rounder. At the beginning of the mission, the player will have only this tower in his construction menu. All other towers first need to be researched in the Tech Center to build them.

While designing the towers, we paid particular attention to the fact that each of the towers has very specific abilities. After all it shall be a challenge to use the right towers depending on the situation. Actually each tower can be used to defend against any enemy, but according to the situation using the ‚right’ tower is much more effective.
The Machine Gun Tower quickly shoots nearby enemies, while the Laser Tower constantly burns remote enemies. The Rocket Launcher is a perfect match for large enemy groups and the Tesla Tower works as an additional tower to slow enemies, giving the other towers more time to eliminate the waves. The last one will be super mighty for sure. The Drones Tower sends flying Laser Drones to single enemies to attack them even if they are far away – very useful against boss enemies.


Since each tower can be upgraded twice, another important point was to concept three levels which differed well from another. Beside the growing model each tower got a color scheme to distinguish even more from each other. Creating that defense which looks like a unity and differs at the same time was a bit challenging, but I think we made it.
At this point we also like to introduce Lukas Vogl (artstation). He did a damn good job modelling and texturing all our towers. Therefore: thumbs up, Lukas!

And finally, in case you haven’t seen it yet, again our latest trailer. We think this one really needs to be spread out a bit more, so please share if you like it!

MarZ Rising – writer needed

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We are looking for a freelancer as game writer & translator for MarZ Rising!
The story is already concepted and now needs to be edited by a pro in german & english.

If you >>>

  • love to play games
  • are addicted to language & literature
  • like SciFi & Zombies
  • speak english and german (mother tongue/familiar)

you could be exactly the man/woman we are looking for!

Your job will be >>>

  • editing the game intro & outro (each round about 3000 characters)
  • creative revision of 20 level intros (each round about 500 characters)
  • editing & translating a few in-game-dialogs

Interested? Please feel free to contact us – mail@doorfortyfour.com.
We hope to hear from you soon!

Marc & Miriam

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