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!
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