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
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.
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 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.
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!