So, you might be asking yourself what the MolaMola group has been upto so far? In today’s blogpost I’ll give you a personal update from our team members.
Until the near end of this week, our programmers have been building Zombie Crawler from scratch, engine and all in C++. However, as it turns out… it might have been a case of biting of more than we could chew, considering our given time frame. In a bold move, our programmers decided to switch over to GameMaker as a platform for building Zombie Crawler instead, salvaging what code they could from the previous build. The final decision to use said engine was taken as a result of a demo of our core gameplay, produced in GameMaker at an impressive speed which also went above and beyond our expectations. According to our Lead Programmer, project synchronization of assets will be much simpler in a GameMaker project, but there might be some issues following changes to code, without some more advanced knowledge of GameMaker’s own source control. So far the change has filled the dev team with renewed energy and confidence!
As for our game art department, we’re steadily making progress. As always, turns out there are a lot more to do than we originally accounted for. Zombie Crawlers artstye is heavily inspired by comic books such as The Walking Dead and Jonah Hex. Our intention is to go full out with this artistic view in the game, as if Zombie Crawler plays out in an actual comic book on paper pages. So far our work appears to be cohesive, next week we’re planning to have our avatar completely finished with all of it’s movement patterns. We’re also aiming for having all of our game’s animations complete, at least in a first draft stage.
This thursday MolaMola’s Lead Tech and our mighty Producer, along with a gang of other groups, have taken a roadtrip to Fårösund on Gotland where they’ve visited the workshop and prop depository of a film studio. They were able to secure a few of the required materials for our treadmill-controller, which is awesome as it trims down our budgetcosts by quite a bit. In the coming week we’ll be sending them back to the workshop to begin our ambitious build!
Up until now our lead tech has put together various 3D models of how the actual construction is supposed to look like along with a rather daunting looking shopping list of all the bits and pieces of materials we’ll need for the build. We’re aiming to have our controller completed and ready to be manhandled within two weeks time. Wish us luck!