In Production: Week Six

It’s been another busy week for the Zombie Crawler team (the Overwatch open beta this weekend hasn’t actually helped either ;)) though we’ve managed to get a lot of things done and are basically on schedule. The two wooden frames for the treadmill controller are pretty much both complete, however, our technician still has a lot of work ahead of her with getting the actual treadmillband attached and adjusting it. We are hoping to have it all finished and ready to be used for our beta-release. We imagine the jury would be mighty disappointed if it wasn’t as a lot of our game’s success depends heavily on the innovative controls.

We’ve finished up most of our game’s artwork and animations; our environment textures have received an update for what seems like the hundreth time and the player’s Zombie arms are being spoilt with extra work. Our human victim in game is still just a dummy, however the spites will soon be replaced by actual human ones; loaded with horror-movie references, see if you can spot any! We are still debating the color scheme on the environment.

human 2

Our programmers have mostly spent their time with fine-tuning the level; Both graphics and gameplay-wise. Shaders now make the hallway feel like a ramshackle house and darkened edges with a tint of red around the borders of the screen aims at giving the player a proper zombie-like view of the surroundings.

The obstacles on the way towards the human were previously only chairs (no more poking fun at our chair-filled corridors). Now they include both broken tables and falling moose-heads! There’s even particle effects when you break chairs and tables. 😉 Obstacle placement has been revised with the overall level layout feeling more open in the center as a result, which is necessary to show the player their destination.

The end battle with the human is still seeing some issues. It does not update correctly and there is no way to evade the target’s attacks, we are looking into it as of writing: The fight-sequence needs tuning-up anyway so it may just be totally revamped, at least structurally.

screenshot_1

This is what our game looks like at the moment!

Last friday we had our second open playtesting session. We reckon it went pretty well, we received a lot of good and useful feedback which has helped us with making a few important decisions. A lot of players mentioned we have a lot of work to do when it comes to providing our players with feedback, it’s deffinitely next on our schedule for this week! We are also going to focus on adjusting and balancing the Zombie stamina as well as the final fight with the human. Patience our young zombie-fans, we wont fail you!

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Our lead tech Linda is starting up “Zombie Crawler” before the playtesters are allowed a go.

In a week’s time we’ve got our Beta-deadline, in other words we’re really starting to feel the heat. The trailer for Zombie Crawler is also currently a work in progress, seeing our comrade teams (and competitors! ;))  who started last week is really putting some extra pressure on us… Work work….

That’s about it for now, wish us luck this week!

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