ZH is a platform game for Macintosh computers. It's currently in active development but doesn't take priority over my other projects. This means it'll likely take a long time to create, and it might well never be finished. The project's future will depend partly on users' support.
The game is an action platformer with a horror theme. There will be simple puzzles and secrets, as well as interconnected maps with slightly non-linear gameplay. The game aims to play somewhat like the Castlevania series by Konami, but with a lot of original twists and a lot more humour! The idea is to pay homage to 16 bit classics, but not to rip them off in any way.
Graphically I want it to look like a more detailed artsy interpretation of the world of Creeping Me Out. This means sticking to the lurid colour scheme and tendency toward odd details. I'd quite like the game to have a classic Amiga feel to it, so I'm limiting my colour palette.
These are just work in progress grabs - the finished product will be much prettier. You can see more here
Zombie Holiday is being created in Power Game Factory By Sawblade Software. I highly recommend it. Among features the engine offers are; High resolution graphics, smooth animation, parallax scrolling, mp3 background tracks, huge levels, etc etc. Ideally I'd like for ZH to push PGF pretty hard and offer some innovative uses of the tools therein - we'll see.
Required Spec: You will need a Macintosh computer running Os X to play Zombie holiday. - Other than that, I've no idea what spec I'd recommend, it's early days yet! There is currently no solid plan to do a PC port, though once all the graphics are done I might think about it. (PGF is not available for Windows, so I'd have to use something else.) All I have to offer Windows users is the old Zombie Holiday game I threw together in a couple of days, years ago.. Which has nothing to do with this project at all except in name!
I'm a bit of a veteran of the 'starting to make a game, getting really enthused, thinking up loads of ideas, drawing lots of graphics, forgetting that making games takes a lot of time, ultimately getting bored of an idea and shifting focus to something else' brigade. I've been doing it since the early 90s.
The point here then is not to over-stretch my means and to be open with development. No hype.. No “It'll be great!”.. It might well be great, but it won't if I never finish! ZH will be a steady, slow project I'll dip into occasionally.
That said, a demo should be ready for next years University applications, as if I create it to the full extent of my ability it'll look nice in my portfolio.
100% Original content. (music, graphics, etc.)
Unusual gameplay.
Interesting level designs.. Secrets, etc.
Multiple controllable characters.
If the game is ever finished; to avoid the sort of abuse levelled at some developers when they switch from free to shareware.. Yes, the long term plan is to charge for it. Gosh, whatever am I thinking. I have no job right now, and I don't see why something that's likely to have taken hundreds (thousands?) of hours work shouldn't get me something.