Posted May 25, 2025 by Cl0uds
This week was a big one — I finally got perks working and set up the core system behind the mystery box. These two additions massively change the way the game plays and feel like a true callback to classic Zombies, with my own twist.
Perks aren’t just set dressing anymore — they now have real gameplay effects. Here's what I’ve got working:
Doubles reload speed
Doubles weapon swap speed
Boosts sprint speed
This one instantly makes combat feel snappier — and it's a game-changer for surviving late-round chaos.
Increases the player's max health
Simple but effective. It helps counterbalance tougher zombie waves later on.
Activation-based (press Y)
Rolls the dice: everything is either FREE or DOUBLE price for 30 seconds
Works on doors, wall buys, perks, mystery box, etc.
UI updates dynamically to show the temporary pricing
May later include 2x points/No points based on which one you get.
This perk adds a great risk/reward twist to the standard point economy. It also required some backend work — I created a central manager that all interactables now check to determine the current price modifier.
Perk machines are now:
Buyable (only once per perk)
Integrated with the points system
Set up to show TextMeshPro prompts that reflect the correct price orFREE if DoubleOrNothin is active
The other major addition is the mystery box — a randomized weapon dispenser inspired by CoD Zombies.
Core features:
Costs points to roll
Cycles through random weapons with an animated raise/lower sequence
Plays a looping jingle (Teddy Bears Picnic) while rolling
Lets the player accept the weapon with [F]
If you already own the weapon, it instead refills your ammo
The whole system is modular, using a list of weapon GameObjects and a bunch of coroutine magic to make the animations smooth. I also integrated ammo refill logic so weapons not currently held get topped up when unequipped, and duplicates from the box get max ammo instead of cluttering your inventory.
Create more perks with unique effects (e.g., Blastproof Bourbon, Phantom Punch, Voltage Vodka)
Expand the mystery box with rarity weighting or Pack-a-Punch integration
Build out the perk UI — currently it's all debug logs and placeholders