Devlogs
What Has Been Accomplished Thus Far
Inquisition of The Dead 0.16 Summary
Core Gameplay Loop
- Round-based survival - Fight through increasingly difficult waves of zombies, a more classical round based zombies approach
- Point system - Earn points by hitting and killing zombies to spend on weapons and doors
- Progressive difficulty - Each round brings more zombies and tougher enemies
- A well designed and mostly complete map that works for all intents and purposes
Weapon System
- Multiple weapon types including pistols, rifles, and shotguns with different feel and damage
- Weapon upgrading through special upgrade machine, weapon upgrading adds a cool name, camo, and sound to your guns
- Smart ammo management - Each weapon remembers its ammo when you switch
- Mystery Box - Spend points for random powerful weapons
- Wall weapon purchases - Buy specific weapons or refill ammo from chalk drawings
Weapons in the game
| Weapons | Weapon Damage(Per projectile) | Rate of Fire | |
|---|
| VP9(Start Pistol) | 50 | Click Rate | |
| Tec-9 | 35 | 25 | |
| P90 | 146 | 15 | |
| Kriss Vector | 190 | 20 | |
| Olympia | 300 | Click Rate | |
| G36C | 272 | 15.66 | |
| Famas | 260 | 18.33 | |
| FN Scar | 450 | 9.2 | |
| AK-47 | 295 | 10 | |
| M249 Saw | 500 | 10 | |
Zombie Variety & AI
- Three zombie types: Walkers (slow), Runners (medium speed), and Sprinters (fast)
- Intelligent pathfinding - Zombies navigate around obstacles and each other
- Limb damage system - Shoot off zombie limbs for strategic advantage
- Dynamic spawning - Zombies appear from different locations based on where you are in the map
Interactive Environment
- Purchasable doors - Spend points to open new areas and unlock more spawn points
- Power system - Turn on electricity to activate lights and certain doors
- Environmental lighting that responds to the power state
Player Experience
- Health system with automatic regeneration after taking damage
- Blood overlay effects that intensify as health decreases
- Responsive controls with weapon recoil, aiming down sights, and movement momentum
- Flashlight for navigating dark areas
- Dynamic crosshair that adjusts based on movement and weapon type
Combat Feel
- Satisfying shooting mechanics with bullet penetration through multiple zombies
- Weapon-specific spread and recoil patterns
- Hit feedback with blood effects and screen shake
- Headshot bonuses
- Camera shake and weapon sway for immersive combat
Audio & Polish
- Full zombie audio including damage sounds, chase audio, and attack sounds
- Weapon sound effects with upgraded weapons having new sounds
- Environmental audio including electricity effects and round announcements
- UI sound feedback for interactions and menu navigation
Settings & UI
- Pause menu with customizable controls for mouse/gamepad sensitivity(A little broken)
- Audio controls for different sound categorie(kinda broken too)
- Clean HUD showing health, ammo, points, and round number
- Interaction prompts that show what you can buy and for how much
Mumbo Jumbo
Technical Achievements
- Object Pooling System - Zombies are recycled instead of constantly created/destroyed for smooth performance
- Modular Weapon System - Easy to add new weapons with just data files, no code changes needed
- Smart Ammo Tracking - Solved the tricky problem of remembering each weapon's ammo when switching
- Dynamic Lighting System - Lights respond to power state across the entire map automatically by swapping out materials at run time
- Realistic Lighting behaviour
- Hit Scan weapon System with Bullet Penetration
🎯 What's Coming Next
High Priority Features
- Local support - The foundation is there with multi-player UI systems just need to learn more on how to do this
- Special zombie types - Boss zombies, exploding zombies, etc.
- Perk machines - Except it will be called super snacks or something
- More weapon variety - SMGs, LMGs, explosive weapons, Wonder weapons
- More Abilities shield, specialist abilities, and more.
Polish & Juice
- Environmental Interaction- Grab and throw different barrels for different effects
- Dynamic challenges within maps
- Leaderboards and statistics tracking
Development Insights
- Lessons learned - Learned so much stuff about Unity like Cinemachine, Scriptable Objects, making namespaces, player preferences etc.
- Performance considerations - Had to remove a lot of debug logs causing crashes, also object pooled many things like blood, limbs, and the zombies.
- Tool choices - Unity, Blender, Asset Store, CG Trader, Photoshop
- Timeline - Started roughly around fall of 2024
Metrics & Goals
- Current build stats - 84 Scipts adding up to 13,824 lines of code
- Performance targets - 60 fps on my laptop