
And we’re almost ready to go.
On Thursday, we’re launching Zombies Ate My City on Windows Phone.
I feel excited and also anxious. I’ve been living and breathing this game for about six months now, and I’ve been knee deep in it for about four. The whole project is based around an idea I had and fleshed out around a table in Arivind’s old flat. In reality, it actually spawns from a project we worked on at university back with the technology was way behind our ideas.
It’s been a whole lot of fun getting this idea made (you can read development diaries here) and I’m really happy with the results and, actually, it’s been a lot of fun going out and playing our own game when I really should be sick of it by now.
Ari and I always tend to end up with these crazy project ideas. Timedancer, which is a transmedia app combining video, games, exploration and a sci-fi storyline, began with me asking Ari to come up with a story for a point and click adventure style game. What we ended up with is something that is completely unique on any mobile platform. Zombies started off with the idea of creating a location based game, adding a story to check-ins. What we’ve ended up with is a mix of location, video and action-gaming.
My only fear, ahead of release, is that maybe what we’ve done is too different. What if people don’t get it? But on a platform with 50,000 apps you have to do something to stand out. We could easily have churned out something a little more traditional (and I’m sure we will do some more traditional games in between these bigger projects) but if you want to get noticed, you need to be different and so we might as well take advantage of the skills we have, the people we know (the app features contributions from a bunch of talented friends and colleagues) and place our bets that people will be intrigued by the premise and enjoy something a little bit different.
We hope you enjoy it!
So, here goes. You can read all about Zombies Ate My City here.
Image credit: Hugh MacLeod