Z.E.I.R. [Zombie Elimination and Innocent Retrieval]
Zombies are taking over, and you were one of the first victims. Luckily, your brain was saved and placed into a robotic suit for the purpose of destroying the undead abominations that changed your life forever. Fight three different undead horrors with weapon upgrades scattered about the town! The zombie apocalypse threatens to destroy everything you know. Save your family, collect upgrades, and kill zombies as Z.E.I.R.-0!
Z.E.I.R. has a slough of options to help the diverse populations of players that engage with video games. By adding features like these to games, they become more accessible to a wider audience, and are able to be enjoyed by people who may otherwise not be able to.
Design:
Mechanics:
Scripting:
UI:
The music used in the main level is a song I composed called Halloween, which itself draws inspiration from the Pokémon Lavender Town Theme. I neither own nor take credit for any art, sound effects, or other music used in this game.
Z.E.I.R. has a slough of options to help the diverse populations of players that engage with video games. By adding features like these to games, they become more accessible to a wider audience, and are able to be enjoyed by people who may otherwise not be able to.
Design:
- Developed a range of options which would facilitate a more inclusive experience
- Designed and implemented 3 different enemy types with each functioning distinctly from the others
- Implemented tutorial levels to ease new players into the experience, while not hindering experienced players
- Integrated a score system to increase replayability with competitive players
- Integrated an achievement system to increase replayability and reward experimentation
- Implemented a 2 player mode to appeal to cooperative players
- Included 3 difficulties to cater to player preferences and increase replayability
- Utilized a tile set when building the level
Mechanics:
- Puzzle room varies gameplay and appeals to more players
- Enemies will move more quickly towards any target close to them, but will move slowly otherwise
- Some enemies explode on death, others will create more enemies periodically
- Shop increases player decisions and can change the character's aesthetics
- Powerups change the player's projectiles aesthetically and mechanically
Scripting:
- The game calculates score based on player decisions, success, and time taken in order to incentivize calculated play
- Enemy movement and targeting varies from enemy type to enemy type, and is also affected by difficulty mode
- Many aspects of the game change based on what options are enabled
UI:
- Options menu provides inclusion for many types of players, for example:
- Closed captioning displays sound effects and spoken word in a visible text form
- Blind mode adds sounds to indicate if the player is facing the same direction as an enemy or survivor
- Relevant information is presented on screen without obstructing the player's view
The music used in the main level is a song I composed called Halloween, which itself draws inspiration from the Pokémon Lavender Town Theme. I neither own nor take credit for any art, sound effects, or other music used in this game.
Specifications
Development Time:
Environment: Language: Platform: Team Size: |
5 months
GameMaker Studio 2 GML Windows 1 |
© Tobias Wadsworth
All content and trademarks are property of their respective owners
All content and trademarks are property of their respective owners