4 programmers, 3 Graphic artist)
Designing the Game
Like with every game it starts out with a meeting we discussed what would be fun and what our favorite shoot em ups were the game Luftrausers came up frequently and we decided to make something in a similar style. The team then started to draw ideas and small concepts on a board and we discussed on what would be fun and rewarding for the player.
I started to make concept layouts for levels and showed them for the rest of the team and changed them after the feedback I got. When the XML tools were ready we started to make the levels, I started to place objects around the level with X/Y coordinates and objects that was destructible was imported to Tield where I chose what part that would be destructible with a custom script.
Acting on feedback
I placed spawn areas for enemies and how many they should be and tried to link this with how strong they were and what part of the game the player was in.
We added missions throw XML and made sure that the missions was fun and felt original for every level.
While doing this we regularly changed and adjusted the different parts of the ship to make the ships felt good for the player to use.
Feedback was very important we wanted the game to be fast paced but several time we mistakenly made the ship to fast and some play testers got confused and even dissy playing the game. To fix this we change the zoom on the player camera and slowed down the speed on some engines and made the camera shake "less shaky" after many hours we finally found a god combination that we used for the final release.
Note: At random occasions the game starts to render everything everywhere just restart the game to fix it.
First draft of the second level wich later became the last boss of act two
Player is surrounded by tank ships
Final level where hell is unleashed upon the player
First boss that the player encounters
Screenshot of the act 2 boss in Tiled where the destruction was placed
Last boss of act two where the player has to destroy the two cores of the ship
Zephyr was fun to make but it got pretty stressful at times and the bosses had several iterations and we finally went with the bosses having a glowing core to drag the players attention. Giving each sky box a different color gave the player an sense of progression and made it overall easier for the team to talk and point out problems with the maps witch we patch regularly during the development.
Ten levels was made for the game and at times I got pretty stressful but we managed to deliver the game in time.
The only thing that I felt was of with the game was the music I was so used to the rock music that we had in the dev builds.
There was so many awesome moments that suddenly did not feel the same with the oriental music theme, it fits the artstyle better but I still kind of miss it.
Zephyr was very well received and is still talked about today as a great game that was made on a very short time.
Zephyr is a 2D shoot em Up developed for 8 weeks half time you play as an air ship that is trying to defeat invaders from destroying you're world with there fog and smoke that's coming from their five mother ships. Every level completed unlocks a new part for the ship that the player can chose to equip. With each act introduces a new enemy that the player has to face ranks up the difficulty throughout the three acts in the game.
12 unlockable plane parts, 3 diverse acts, 10 challenging levels, Multiple enemy types, 4 imposing boss battles, Explosions, Destructible environments, And more!
My contributions to this project:
Zephyr Shoot em Up Game
All parts unlocked for the player during the last missions and the player could mix and match however they wanted
Backgrounds consists of a huge tield image