Work on Zombox has been slow lately (due to lots of unforeseen technical problems sneaking up on me), but progress is still being made.
I spent a lot of time optimizing the object pooling system, improving textures, and getting the game to work smoothly on the iPhone 3GS.
Also, I’ve been modifying the procedural city generation system so that different buildings have different features. There are 15 different building types in Zombox, and each building type has its own special properties. For example, the walls of the bank and police station are more difficult to break down, the doors of the gunshop are locked, the church has stained glass windows, etc. This will make exploring the city a more dynamic experience.
Also the rear doors of buildings that are obscured by the camera position get a white dotted line around them, so that the player can see where they are even while they are out of sight. And if a door is locked and the user tries to open it, a little grey lock icon will pop up over top of it, letting the user know that he/she must unlock it first (or knock it down) before entering.
Here are some screens showing various door/window types, improved textures, door outlines, etc: