Inspiration
The inspiration for Zombie Extermination: Dead Zone 2 comes from my deep passion for zombie movies and survival culture. I have always been fascinated by that tense atmosphere, the adrenaline of being surrounded, and the strategy needed to fight your way through the hordes. I wanted to bring all that cinematic influence into a classic arcade game where the action doesn't give you a single second of rest.
What it does
It is a 2D arcade shooter where the player must survive relentless waves of the undead. The game combines strategic positioning mechanics, space management, and special evasion skills (like tactical invincibility jumps) to escape extreme situations. The goal is simple yet addictive: exterminate the threat, push your limits, and dominate the dead zone.
How we built it
This project is a 100% independent and handcrafted development. To bring it to life, I used a stack of tools focused on pure code and classic design:
- Game Engine: Developed with Phaser, making the most of its documentation, examples, and the power of its 2D physics engine.
- Code: Programmed line by line in Visual Studio Code, aiming to optimize the game logic and horde behavior.
- Art and Animation: All the visuals and sprites were created and edited self-taught using GIMP.
- Audio and Editing: The sound and overall assembly were worked on to achieve that tense, retro atmosphere that the genre demands.
Challenges we ran into
The path of a solo developer is full of obstacles. The challenges were many: from making the collision and gravity mechanics feel perfect, to getting the zombies' AI to respond exactly how I wanted. The key was persistence: spending hours testing code, researching online, devouring YouTube tutorials, and using trial and error until every single piece fit into place.
Accomplishments that we're proud of
What I am most proud of is having learned to do everything on my own. Becoming a programmer, artist, sound designer, and editor based on pure willpower and research is my greatest achievement. Seeing that an idea in my head is now a fully functional and playable game is an enormous satisfaction.
What we learned
I learned that game development has no limits if you have the patience to research. I discovered how to structure cleaner code thanks to the Phaser community, improved my digital drawing skills, and above all, reconfirmed that curiosity and the desire to improve yourself are the best school.
What's next for Zombie Extermination dead zone 2
This doesn't stop here. The logic of "testing and learning" has left me wanting more and more. What's next is expanding the game's universe: I want to add new types of enemies with more complex behaviors, design more levels to test the player, and keep polishing the visuals and audio so that the experience in the dead zone becomes even more intense and addictive.
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