Inspiration

We were mostly inspired by the classic mobile games of our childhood and the arcade games that paved the way for the industry we know today. From Metal Slug-like graphics and Space Invaders-like gameplay, we wanted to recreate the same feel of simple but fun and addictive gameplay that inspired so many of us to dive into game development.

What it does

Last Stand is a 2D Fixed Shooter in which you control a lone soldier desperately trying to fend off ever-growing waves of zombies. Survive as long as you can to earn the highest score while killing as many zombies as you can, earning money to upgrade your weapon, and be the last man standing!

How we built it

Our game is built in the Unity Game Engine and coded in C#. All the assets were made by our team using Aseprite and version control was done using Github.

Challenges we ran into

One of the major challenges we faced was diving into the world of creating our own assets and animations. Having primarily focused on coding before, this was a new territory for us. Learning tools like Aseprite and ensuring that the visuals matched the nostalgic feel we were aiming for added an extra layer of complexity to our project. Developing a complete and polished game within a short timeframe was undoubtedly a significant challenge. The pressure of time forced us to streamline our processes, prioritize tasks, and make crucial decisions efficiently. It also highlighted the importance of time management in game development.

Accomplishments that we're proud of

  • Making all the assets ourselves and fully creating the animations for our sprites.
  • Making a complete viable, engaging, and addictive game in such a time crunch and meeting all the goals we set for ourselves at the beginning of the event.

What we learned

We have learned a lot about the Unity engine and game design, as well as how to apply software engineering good practices and standards across all areas of game development. The tight time constraints of the development process taught us valuable lessons in time management. We learned to prioritize tasks and allocate resources efficiently, really emphasizing the need for strategic planning and adaptability in a fast-paced development environment.

What's next for Last Stand

We plan to expand the gameplay by introducing new features such as power-ups, different zombie types, and diverse environments. Spawning zombies with different health, and increasing the likeliness of having stronger zombies (5+ health) in the later waves. We plan on refining existing animations, introducing more dynamic elements, and enhancing overall graphics quality.

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