This is the first official entry of my dev diary and what better time to start than on the very first day of a new year of game development. I kept journals throughout last year and will definitely upload them too at some point (I hope you enjoy slow frustrating physics related stories)...
Zombie Teacher has grown a great deal in the last few months. Don’t get me wrong, progress began painfully slow, balancing lesson planning and book marking with game design is not easy. In those first months it took almost 30 days to produce a single 30 second level. Since then of course, I’ve optimised the process and cut that time by at least half (depending on the level). The longer you use something the more proficient you become with it and as such I’ve become much more familiar with Unity too. I recall launching Unity a year ago and feeling wholly overwhelmed by the layout and the countless tutorials to get through. Now however clicking on that Unity shortcut brings excitement as opposed to anxiety.
I released a demo around 5 months ago which in hindsight probably was not ready for public release. It did however garner some really positive and excited words from a select few individuals, which really helped keep my momentum going (big thanks to those people!). Since that time I’ve been working on the game and now have a revised, SUPER demo which just went gold last night! It took dozens of 3am bed times but I think it was worth it. It has around 18 levels which highlight the various worlds in Zombie Teacher. It also features a fully co-operative mode. The entire game can be played 2 players!
Originally I envisioned this solitary journey of twitch reflexes and quick button presses (Meat boy style) but honesty, playing with a buddy is just as, if not more fun. I designed each level in Zombie Teacher to be memorable. I’ve played games that have 300+ levels where by the end; I can remember maybe a dozen of them. I want ZT to be an extremely memorable, old-school experience that I hope people play with a smile on their face. The balance between fun and frustrating is tricky but I think it leans on the right side.
Now that the demo has been completed it feels as though a mile stone has been reached. The last few months have been very hectic and it feels awesome to have something tangible to give out. I sincerely hope you enjoy the demo and would love to know if you’re able to complete it!
Going forward, I guess the next thing on the ‘To Do List’ is to get the word out there. One thing that I found to be very frustrating and disheartening was how hard it is to get your game in front of players. How do you spread the word and get gamers and journalists trying your stuff? I’m actually asking so if you know, please message me!