Posted May 23, 2025 by Cl0uds
With the environment starting to take shape, I dropped in a first-person controller using Unity’s CharacterController
. It’s got smooth movement, jumping, gravity — the essentials.
Next up was shooting. I implemented a basic pistol that fires hitscan bullets using raycasts from the camera. It tracks ammo, handles reloading, and includes a quick muzzle flash and sound. Nothing too flashy (yet), but it gets the job done.
To test it out, I threw in a placeholder enemy — currently just a capsule with health. Shoot it a few times and it goes down. Simple, but satisfying.
Instead of a typical revive system, I’m planning something different: a time travel-based mechanic inspired by the Time Bomb from Buried (Black Ops 2).
The idea is a perk called Time Loop Tonic. When used, it rewinds time — either for the player (personal rewind) or for the entire game world (world reset). It’s still early days, but narratively, it ties into the larger story: the zombie outbreak is the result of failed time travel experiments, and each rewind causes more reality to break down — from slow-motion zombies to glitchy physics and echoes of past actions.
Right now, it’s just an idea, but it’s going to be a core mechanic going forward.
I also went back and polished up the library area, replacing rough bits and cleaning up the Unity hierarchy. I’m using Synty’s low-poly assets to furnish the space — desks, bookshelves, cubicles — all helping to make the world feel grounded but stylized.
Next up:
Implementing zombie AI using Unity’s NavMesh system
Getting zombies to actually chase and attack the player
Starting on a basic prototype of Time Loop Tonic as a usable perk
Thanks for checking out the project — more to come soon!