Here’s another teaser shot for Zombinsanity. The game has turned out to be pretty darn fun to say the least!
In all honesty, its completely unrelated to the original Zombinsanity – and to Combat Hero Adventures and the previous version that I started working on 2 years ago, sunk 4 months into and then lost all heart to carry on with. Well, my good friend and resident art hero Jimp has swooped in and come to the rescue! We’ve redesigned the game from the ground up. New look, new characters, new gameplay. In this game you must battle your way through an enormous, randomly generated space hulk against a huge number of different zombies.
Which is your favourite?
We started off with the usual, stay in one room and defend it until you die – which seems to be the standard format for zombie games. But then Jimp had the idea of being able to unlock different sections of the map as you earned money. We ended up with this one gigantic map which was really cool, but you ended up having zombies wandering around the map miles from where you were – and it got really annoying having to run round a huge level trying to find the one zombie who had gotten lost. On top of that flash became very unhappy with having such big bitmaps pushed to memory. Although we didnt get any slow down, the memory usage was peaking at 600mb – which we knew would be a huge problem for some users with older machines. So we came up with this elegant solution; what if we had lots of smaller rooms – and to connect them, what if we used a random dungeon style format – like games such as Rogue legacy or the Binding of Isaac – to keep up the variation, and keep things interesting each time you inevitably died and had to restart. This turned out to be an amazing decision, as not only did it mean the action in the rooms was much more concentrated and therefore intense, but it also meant that it massively reduced the ‘grind factor’. Each time you play feels different and its a real pleasure exploring these vast space hulks – vastly adding to a feeling of progression that can often be missing from these type of games.
The only thing we are waiting on now is the music. We’ve got Ed Budden composing us custom tracks and they are shaping up nicely. Dark, scary and intense – exactly what you want for a zombie shooter! Ed Budden has actually done the music for almost all my recent games and I am really excited to have him on board again.
Fire away with any questions you might have about the game and I’ll do my best to answer them Aside from that, I’ll have more news as the game is completed and we look to getting a release date!
Wow! Very pleased with the response about the demo. I can confirm that THERE WILL BE a Zombinsanity Demo hosted exclusively at this site for a short time. I’ve almost got it ready, but I moved house over the weekend and internet is intermittent to say the least! (Its taken me 3 attempts to make this post – let alone upload a game!). Playtomic has also inexplicably stopped working for it so as long as I can get that working again then I should be able to launch the demo early next week if not today. I can’t put it out there until Playtomic is up and running again as I will have no way of tracking plays, scores, deaths, etc – which is one of the main points of doing it!
However – having a deadline is making me so much more productive! I’ve got 5 perks up and running and have prepared 5 short levels for the demo – and created a bunch art for it all (below):
So stay peeled – Its coming!
P.s. My girlfriend drew this:
My girlfriend drew this
Lets just say she’s better at painting then at drawing…! Please write some nice comments to cheer her up
I get so many people asking when Zombinsanity will be ready – and I have continually failed to give you guys answers – and if I do, I’m always outrageously optimistic. Well since I’ve been off work for the whole of December, and everyone has been waiting so patiently – I thought I’d treat everyone to a little gameplay teaser and status update!
So – you may remember in a previous post I appealed for help as to how to go about pathfinding in a platform game. Well – I believe I have now cracked the case! I’m not using real pathfinding – as this could cause some serious slow down with the way the game is set up – and since it was like 3 months ago I was struggling with it, I thought a new approach would be the wisest course of action. So instead, I’ve just set up a number of conditional statements to account for the various situations your trusty followers may come across. There is a block in the way, no problem – jump! There is a gap – jump again! There is a gap but the player has actually gone down that gap – well then you best drop down! The commands are also working pretty well – send them to defend a spot, or bring ’em back to cover you with the click of a button.
I’ve also sorted some issues with the baddies – both human and zombie baddies. These problems had been hanging over me for months and really put me off the idea of working on the game (as many trusty readers will have noticed!).
Moreover, different skys and backgrounds can be set via the editor. The player can also be accessed in the cutscene creator and new baddy animation and art pieces have been lovingly created and added. I have decided to complete the game by myself – rather than asking for any help from any artists. It will be time consuming (particularly with 2 other games on the go!), but it is the only way!
So much progress has been made with the game! More news to follow – until then I shall leave you with this tantalising teaser… enjoy!
p.s. Castle Commander should be finished by the weekend – at which point I’ll make a trailer and post it here! It’s good to be back!
Wow! First off – Happy New Year everyone. I hope that 2012 proves to be an amazing year for all of you out there. 2011 was life changing for me – it was the year I started doing game development seriously and as my full time job. I went to Madagascar, Poland and Hong Kong, My PhD proposal was accepted at 3 different universities and I was offered a place at all of them (but became a game developer instead!) and I asked my girl friend to move in with me. I am so excited to face the challenges and successes that are to come in 2012 – and I hope you all share my enthusiasm.
Secondly, December has been absolutely mad. What started off as a 2 week holiday turned into a month of excess, enjoyment and magical times.
Parogue on Madagascan Beach
Me and my girlfriend with Madagascan village children
Living the dream
As for games – well Castle Commander with Tom Tusk was a few days away from completion when I left, so with any luck we should finish it this week or next.
One issue we ran into was the name: Castle Conqueror has already been taking, so we are thinking Castle Commander – but if you have a suggestion please let us know!
And as for Super Adventure Pals with Julian from C0rrupt3d – well that is coming on really well! It looks beautiful and I think we are really nailing the ‘feel’ we want the game to have. Check out some of his awesome drawing videos for the games:
Zombinsanity is also back on the agenda – I’m fiddling with more engine ideas, and really taking my time so that I make the best possible game I can. I’ve started stringing together some trial levels, and picking out bugs. When I’m properly home, I’ll be able to start adding in more art assets which will help make the levels feel more complete. There are still one or two things that I haven’t worked out how to do – but I’ll get there in the end
So a lot has been happening with me in the last couple of weeks. Most importantly I’ve joined forces with two awesome new artist friends. They are both extremely awesome and talented in very different ways – I will post more shortly
The best news is that I have more games to announce! And on top of all that I have bought a Cintiq 12WX – I need a convertor for one of the cables before it will work with my MacBook – but god damn it looks sexy! Its a busy time at Jay Armstrong Games!
But more on that later! Basically what I am struggling with – perhaps one of the last techy side hurdles of Zombinsanity is the pathfinding for your followers during a scavenger mission. I’m struggling to find something that is effecient and allows them to follow you through some complicated level lay outs.
What I may do is have them stop at certain points and ‘set up cover’ while you do a difficult jumpy bit and then have them zap in at the end to continue following on the other side. BUT if anyone can help me out with some simple pathfinding for a 2d platformer I would be INSANELY grateful! I’ve been struggling for this over the better part of the last few months! Please leave me a comment if you could help me out.
Oh and… Kit & The Octopod has now had over a million plays world wide but whatever… 😉