What should our current project be called

Thursday, May 13, 2010

THE GAME

HI GUYS I FINALLY POSTED ON THE BLOG.

O LOOK AT THAT WE HAVE AN EXE! PLAY THE GAME... FOREVER GUYS!

http://rapidshare.com/files/386898995/Project112.zip

Wednesday, May 5, 2010

What a long strange trip it's been....

Well here we are.  The final hour. After 13 weeks of work, and one of snow, we are proud to say Project 112 is completed.  We have added our final boss, as well as new art, music, and even enemies.  We will be revealing the game at the VGD Conference at 4:30 today, and we hope to see you there.  If you can't make it, we're considering porting the game to XBLA, PSN, DS, PSP, iPhone, Android, WebOS, and will be trying to get it released on Steam.  So, hopefully you can get a copy.  If not, just email one of us and well send it to you, just cause we love our fans.  We would also like to thank everyone who supported us, or voted that they could barely keep their pants on waiting for it.  You really kept us going.  We hope you enjoy playing Project 112 even more than we enjoyed making it.

Monday, April 26, 2010

The Final Journey

The last 2 weeks of development are upon us.  As a result, ZAFKATAPT has taken to adding new features swiftly and indiscriminately.  The most obvious change is most likely the addition of the fourth and final full length level.  After the fourth level, only the boss remains.  We have also added laser traps and more animations.  Crouching was also implemented.  Now you can shoot even lower!  The biggest change, however, was the addition of a more realistic door.  We are all very proud of finally getting rid of the placeholder door, and see it as a sign of ZAFKATAPT moving on to bigger and better things.

Monday, April 19, 2010

Lots of stuff

Lots of new features this week i suppose. Wildfire attack, which is like starting a wild fire on the floor. Its pretty cool.  Enemies respawn after you die as well.  Also there is a death screen.  It is a placeholder for now, but we are working on it.  Weve also started the 4th level, which we hope to have done for next week.  The reason this week will not have a new level is because we are implementing moving platforms.  The main code for it is done, but its not quite ready to make up a full level.

Tuesday, April 6, 2010

Taking it to the Next Level

This week, ZAFKATAPT had two goals.  The first was to add sound effects and music to the game, and the second was to add another level.  We are happy to say that we completed both, successfully.  We have music for every menu screen and level, and we have plenty of sound effects.  We also added a second level.  Along with this second level comes a new enemy, the auto-turret.  The auto-turret fires at you repeatedly as long as it can see you, and you need to find a way to attack it without getting hurt.  We hope you enjoy these new additions to the game, and we will add even more as soon as we can.

Saturday, March 27, 2010

Bug Squashin

So, this week we decided not to add anything new, and simply fix stuff that needed to be fixed. So We now have:
Dia
___gon
_______al Mo
_____________vem
_________________ent!

About time. Sam cranked out content fixes and level designs, while Mike worked under the hood. Jon kept us both motivated and coded something....I think. Sharon is also keeping up her awesome art. As per usual.

In the mean time, Jon will have fun doing Networks, while Mike has fun with Graphics, and Sam will make some cool content that will make the former too angry. ZAFKATAPTular!

Monday, March 22, 2010

Spring Breakage

Hello devout readers! How was your break? Despite this much deserved week of relaxation, ZAFKATAPT still got work done. We're just that great.

Test Subject 112 now shoots fire! From his hands! And guess what? The fire kills enemies! ZAFKATAPTastic!

Platforms no longer magically disappear out from under you, but that shouldn't happen away, right? Why bother mentioning it, you might ask? Well, because we reserve the right to magically remove the platform you're on right now (don't look down!)

Mike did something too. I bet it was important.

So, our "Alpha" is done, and the final stretch is coming closer, so stay frosty, and keep reading for your weekly dose of ZAFKATAPTosterone!

Saturday, March 6, 2010

A Working Game!

We are proud to announce that Project 112 is now officially a game!  Recent additions that qualify it for this accolade are both the ability to lose and the ability to win.  Now all thats really left are bells and whistles.  In that case, we hope to bring you some of the best bells and whistles you have ever seen in a video game.

Saturday, February 27, 2010

Apples keep falling on our heads..

With the addition of gravity and platforms, the recently renamed Project 112 is starting to look an awful lot like an actual game.  Surprisingly enough, this was one of the quicker assignments for our team, yet one of the most exciting.  We hope to give you a reason to risk your life leaping from platform to platform soon, but for now, just keep on jumping!

Sunday, February 21, 2010

Progress -- and the Quest for Modules

This week, ZAFKATAPT made great strides against even greater adversity. Tasked with the mission of animating Test Subject 112, creating semi-autonomous game states, AND not using Peter's code to do so, you can believe the battle was uphill, so we divided the task onto three fronts:

Sharon, in her artistic excellency, has been working diligently on animated sprite frames, and background images (some of which we're saving for next week!) for the Project

Jon and Mike worked on animation cycles, and made TS-112 strut with pride on his new green screen home. Jon then modularized some stuffs while Mike worked on High Scores (can you beat the current best?)

Sam worked on the fancy looking/sounding game states, placeholder stuffs (images, sounds), and even threw in a cinematic just for you, dear reader/player. Isn't he nice?

We also have a SURPRISE to be released later this week. So keep watching!

Thursday, February 18, 2010

"Test Subject" Announced!

At the press conference this Monday at 4:30, Team ZAFKATAPT finally announced their next hit game, "Test Subject." Its release is scheduled for early May 2010, and plans for a demo were also discussed. Test Subject will be a combat-based side scroller with (potentially) multiple playable characters, each with unique abilities. Keep checking back, as we will be updating frequently based on our progress.

Monday, February 15, 2010

Snowpocalypse

So, this week was something, wasn't it? In addition to 30 inches of snow on the ground per day, ZAFKATAPT decided to form team cohesion by working together to solve many of the worlds problems and injustices. So we trekked out into the snow to draw and program, stole all the code comprising Bioshock 2 from 2K Marin, fought off Imperial Stormtroopers, and we ended the week by casting the One Ring into the fires of Mt Doom (which was a welcome change from frigid Baltimore). We also created the best game EVAR. (Some Zombies got avenged too, but that goes without saying.)

But Peter said we're going to pretend this week never happened, so I guess the world will never learn of our exploits, and we'll go back to last Sunday in terms of our progress (but with a little more art done).

Sunday, February 7, 2010

Progress

Zafkatapt is making many strides for great justice. At this point, we have enemies moving randomly on the screen, as well as a protagonist who moves according to arrow key input. He even switches face when he changes direction. When the enemies hit the edge of the screen, they bounce back in the opposite direction. On the other hand, when the player character hits the edge, he stops moving and a sound is played.

In addition to the programming progress, we have some new sprites, courtesy of Sharon, which are looking great. We plan to meet up some time later this week to discuss the finer points of the story, and where we eventually want the game to end up.

We'll keep you updated.

New Location!

Due to conflicts beyond our control, we have moved to a new location, which you probably know already because you are reading this right now.