Well, I’ve had 5 hours additional sleep now after submitting my entry earlier this morning, so I better post this up now .
This is Catch 2122 (direct download for Windows), an action-packed zombie shooter with a twist. It took exactly 48 hours. Me and CWolf synchronised our start times for each of our entries and for me (living in Melbourne, Oz) this was at 6:00am on Saturday 21st and my system clock was reading 6:00am on Monday 23rd when I made my final save/commit. I started out live streaming my progress at my justin.tv page but midway through my connection became seriously unstable and I couldn’t continue. In hindsight I wish I had taken a time-lapse video but I didn’t have the tools set up.
Couple of people asked me why it’s called Catch 2122. Well, the game does have a bit of an unexpected twist midway through, which is where the fear factor should come from (blasting zombies isn’t scary now is it?) but I don’t think people who have play-tested the game got far enough to experience it. This twist is a bit of a Catch 22 scenario, but I couldn’t call it that, too over-used. So it became Catch 2122, referring to the dates the game was developed on (21st – 22nd January). I like to think it fits.
This is the first time I’ve done proper game dev competition. It was a lot of fun, but also frustrating because, as I progressed, I knew the game would not be completed by the end of the 48 hours. So tasks got prioritised and a lot of things got left out like the blood splatters, shooting animation + muzzle flash and zombie sound effects (Sorry Zeis, you made some awesome zombie sound effects for me, I could have sworn you were actually undead). There was also a mouse-to-world alignment issue that I spent far too much time trying to correct and in the end had to fudge, it’s not perfect but had to do.
In the end, I am proud with what I’ve come up with in such a short amount of time. It was good to have a proper challenge to stretch the skills as far as they go and I surprised myself in some areas (a pretty good story scripting engine kind of evolved from nowhere within the game code, it’s how I did all the triggered sequences). I know I made excessive use of pre-made content, but this was a solo effort and I am certainly no artist. The content is freely available and I will be posting up a credits list soon (another task that got chopped from the game).
Anyway, last of all goes out my thanks to everyone who supported me; my girlfriend who encouraged me to continue and put up with my uselessness over these 48 hours while making sure I still ate and generally stayed alive; and my friends from IRC (shout out to all of #deadworld @ irc.globalgamers.net) who all provided encouragement and ideas while watching the live stream. However, a super special awesomesauce thanks goes out to Christopher Baklid (aka Inveracity), the Scottish sounding Dane who volunteered up his insane musical talent and created the background music tracks for not only Catch 2122 but also CWolf’s Dark Choices. You sir, are a legend!
Right, I think I’m going to take a break from the computer for a bit so I can regain control over my faculties.
“It’s been emotional.”