I'm currently leading two projects in Unity.
The key thing I've learned about game development - especially indie development is that if the core concept is interesting, you will draw talent to your team without too much effort. However a bad concept will never get you any interest whatsoever.
"Crazy Hungry Zombie Cats" is supposed to be a weird, unique take on the tower defense genre. A good portion of the game has been coded by my best friend Mike and I've been managing things and keeping things moving along but now we're sorting out the interface for the project.
Essentially how the games works is like this: The player begins the level at the left of the screen. The enemies begin at the right side. And the two charge at each other. If the player can make it through the enemy without taking too many hits and dying, they win. Along the way, players can enter "Build Mode" to organize traps and weapons in order to wipe out as many of the enemies before they run into the three main cats.
It's been difficult on the design side since the project is kind of like "Swords and Soldiers" but meant to focus more strategy. We're also going to work on a kick-ass storyline and the project is waiting to incorporate animations. We should have a demo for you guys soon.
"Slaughter House" meanwhile is a 3d project meant to be an iOS survival horror take on the "run as long as you can" genre. The game begins with the player getting locked into cabin and the above character walking in. As the main character's friend attempts to break him out, the killer give chase armed with a variety of weapons. The longer the player survives, the further the story plays out. Along the way, players will be awarded points for how long they survive and will be able to put these points towards upgrades like better sneakers or shielding.
We've gotten the weapons modeled and our concept artist, Noah, is doing a great job getting the horror tone down. We're all very happy with how things are turning out. We've even gotten approached by a motion-capture company to help us with animations, which is fantastic news for us. The weapons are now being textured and work on the character models will begin in the first week of February. Coding needs to resolved on the upgrade system but we've got the basic AI setup and the game feels quite fun. Once we get the models and animations put into the game, we'll have a better idea of how things will turn out.
For now though, I'm quite content with how smoothly things are going.