A Decay in Us

A Decay in Us is a singleplayer platformer set in a post-apocalyptic world.

During the dead of night, Mila is attempting to find a safe haven in a zombie-ridden city. The darkness helps Mila hide from unwarranted zombie confrontations; however, it could also lead to her demise (given her limited vision). She carries her trusty shotgun and lighter to help her survive, but it comes at a price. Her shotgun shoots quickly but requires her to reload after every shot, which could slow her down in a zombie chase; and her lighter helps widen her field of view, but this also warns zombies of her location.

Can she make it to her safe haven?

This game was the first game that I had published. It was well received on Twitter and it led to an interview on Twitch with GameRaven. Prior to this, I had only created one game.

Process

Character Design and Overall Game Concept:

Before the game had a direction, I created Mila while practicing my pixel art. Inspired by her design, I felt compelled to build a game around her character. During the initial stages of development, I focused on conceptualizing the game's overarching theme and setting, which revolved around a post-apocalyptic world. This involved envisioning the environment, atmosphere, and the challenges players would face. 

Research, Outline, Art & Animation:

I worked on defining the basic gameplay mechanics, including how Mila's shotgun and lighter work, as well as how the zombies behave. I balanced these features to make the game both strategic and challenging for players while maintaining my scope. I conducted thorough research on post-apocalyptic settings, drawing inspiration from a variety of media sources to add to the game's atmosphere and narrative. Additionally, I studied different gun mechanics and animations, ensuring they were well-suited for the world I envisioned and aligned with the pacing of the gameplay. I watched a lot of YouTube videos on different people shooting guns, before I finally settled on a simple pump-action shotgun. I drafted different animations--testing out the timing before deciding on that particular shotgun.

Implementation of Movement and Art/Animation:

During this time, I iterated between creating art, implementing features, programming, and adjusting mechanics to make sure everything worked well together. 

While working on the art and animation, I spent time improving how Mila moves, handles her gun, and uses her lighter. I also implemented various assets and environment art, focusing on an urban design. This step was crucial for immersing myself in the character's environment and ensuring that the animation cycles seamlessly aligned with the mechanics.

World Design and Mechanics Development:

Once the mechanics were set, I began designing the level. I opted for a simple level, making sure the game could be completed within a reasonable time frame. When I introduced vertical elements like balconies and ladders, I had to consider how the zombies would navigate them. Since I hadn't programmed pathfinding for the zombies, they got stuck on the balconies. Instead of entirely fixing this, I turned it into a gameplay feature, allowing players to use light to guide the zombies around the map.

Iteration and Testing:

As the game neared its release date, I worked on multiple builds, concentrating on improving gameplay, incorporating suggestions from playtesting such as tweaking zombie features and object placement in the game, and resolving critical bugs. I also introduced new features, such as using inverse-kinematics so that the player can move the dumpsters. Additionally, I created the main menu, pause menu, and added post-processing effects to polish the game.

Release:

In the final week, I put the finishing touches on the game and distributed keys to several streamers for them to play. I focused on promoting the game through Twitter and engaging with the community to build excitement. I ended the promotion with an interview with GameRavenReview, where I discussed my journey as a solo developer working on the game.

Takeaways:

This journey was truly profound for me. I tackled the challenge of completing an entire game within a tight schedule while also promoting it. Completing this game was quite satisfying, especially since I was balancing being a full-time student, working a job, and interning at the Naval Information Warfare Center at the time. I'm grateful for the support I received during the development phase, and I gained a wealth of knowledge along the way.