Medieval Zombies - An iOS platformer from Cry Wolf Studios

Hi!

We are currently working on a game under the project name Medieval Zombies. That’s because the setting will be medieval and that there will be zombies in it :slight_smile:

We have been working on the game for a week now, and we just finished the character movements. This video shows how the game looked after the first week.

If you want to try that version out in a web-version - Click Here

This week, we are currently working on the first level, which should be finished before sunday - so I’ll post an update when that is done.

For more info - go to Cry Wolf Studios

Any feedback or questions is welcome!

EDIT: The game is now released!

!(http://www.crywolfstudios.net/storage/PromoPic%201.png?__SQUARESPACE_CACHEVERSION=133844 7702837)

You can download the free version HERE.
You can download the premium version HERE.

Release Trailer:

EDIT: Our latest dev-diaries

You are off to a good start.
Keep up the good work:)

P.S. Exellent character modeling.

Week two of our production is now complete:)

We created the character and his movements last week and now we created a level for him.
More info in the video below:

If you want to try it out - there’s a web-version HERE

Looking great, but there seems to be some performance issues, or was that due to capture software?

Yeah, that’s because of the screen capturing software :confused:

if that is week two of your work then your team must have a good drive to get the game made, very good work.

Thanks :smile: We’ve just made some changes to our production method, and it seems to work really well:)

Week three is now done. We have created three different enemies this week. A regular zombie, zombie soldier and a zombie sheep :slight_smile:

Next week - menus and GUI.

If you want to try it out - you can do it HERE

Fourth Week of development :slight_smile: This week we have made menus and GUI using NGUI from Tasharen Entertainment.

If you want to try it, there’s a prototype HERE

Looking solid so far. Some of the smaller plants appear to glow and are semi-transparent, not sure if that was intentional or the shader is not the final one. Also, I wanted to ask if you’ve done any device testing yet for iOS. Objects with transparent edges, alpha, will kill your mobile performance and you’ll want to make sure it’s running at a good framerate on the device before adding too much. Lastly, you’ve implemented a lot of good core features with animations, damage, scoring, collectibles and the menu system is very nice.I wanted to ask how you did the unlock level section. I’m starting to work on a level unlock menu and am looking to see how folks approached this. Did you find a tutorial or buy a package from the Asset Store…or did you guys just build that up yourselves?

Thanks :slight_smile: We are testing the game every week on the actual device. And so far it runs smoothly on 3gs and newer, although we’ll probably have to make some more optimizations when the levels are getting bigger. We’re also using testflightapp.com to bring in testers early on in the production.

The unlock level section that’s in the prototype there is not done yet since we don’t have more than one level(more levels should be done by next week). But we were planning to build that system ourselves.
In a previous project we did, we stored all the data in an xml file which we loaded either on start or just before going into that particular menu.

We were thinking a similar approach this time. When you’re at the “world-select” menu - we were thinking of loading an xml file with the same name as that world - and if the file doesn’t exist a new one is created with that name, loading all the info and populating the buttons with the correct information. (That way, we don’t have to make a new menu for the level selection on every single world - we could just use the same one that collects data from that world file).

We haven’t decided if we’re going to use exactly that system. Maybe we’ll change from an xml to a faster(maybe encrypted in some way) binary format for the files - it’s a thing we’ll have to test.

Week 5 done! :slight_smile: New Levels and a tutorial. I also implemented the level unlocking system i mentioned in the post above.

Prototype available for download HERE

Some in-game footage of the second level:

No new dev-video this week. But the latest version (with two new levels) is available for download HERE

Looking very awesome so far, great overall visual feel. reminds me of the Mr.Bean DS game with the camera aspect. Only thing I can reccomend is variation and a smooth transition of the tiles. Your game is pretty much perfect, it just needs polishing visually. Great work, I really love the camera movement!

-Charlie

We have changed the visual look and feel of the game to a more cartoon style. Thoughts? Good or Bad?

Well I dont like the look of the characters in the new style. I think the old style had a unique look to it

7th week of production done. Here’s a video update.

Current build is available to download HERE

We are currently updating our graphics to make the game more appealing. Here’s a before/after picture.

AFTER is WAY better!! good design choice!