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[Devlog] Zombirific

A topic by knaas created Jan 27, 2023 Views: 784 Replies: 23
Viewing posts 1 to 12
Submitted (5 edits) (+2)

Introduction

Hello, my name is Alexander and I'm a 35 year old guy from Sweden, have 4 kids and a fulltime job. But I will still try to fit in some time every day to get tasks done. Hopefully by the deadline I will at least have a playable game even if all my goals aren't finished.

My intention is also to write a devlog whenever I get a chance, to keep this post updated on the progress I make on this journey.

Zombirific Introduction

You are a stranded soldier in a place infested by zombies. Fight to stay alive and avoid getting diseased and end up with a painful death.

Show your Feat of Strength by ranking up, are you skilled enough to survive until you reach the rank of Sergeant Major of the Army. Or will you die a brave death as a Private? Should you achieve the rank of Sergeant Major of the Army, all zombies left alive will explode by the sheer sight of you and you鈥檒l have won the game!

Design Documentation

For those interested I have a Trello board with tasks as well as a Design Document. Work on the game itself haven't started yet, will be doing my first session later tonight.

Table of Content

Submitted (2 edits) (+3)

Day 1 Update

Started the development of the game, had a little spare time during the day. Got basic player movement as well as rotation of a muzzle around a pivot point (will be used for gun eventually, gun is just represented as a white dot in the clip, same goes for the bullets).

Added a HUD for Ammo & Clips

Now both auto-reload and manual reloading(pressing 'r') works to refill ammunition. I can also easily tweak some parameters relating to the player and the weapon:


Submitted (1 edit) (+1)

Day 2 Update

So far today I have accomplished a few things, nothing fancy but it's still progress.

  • Zombie (no state or movement)
  • Zombie health
  • Zombie healthbar above sprite (temporary)
  • Antidote potion with the ability to pick up & consume it. (diseases isn't implemented yet, so consuming it does nothing right now)
  • Antidote HUD sprite to show how many antidote potions you are carrying.

A little gif to showcase it:


Zombie Chase State

I have now added a chase state for the zombies, they will chase when you either attack or get to close to them. Using NavigationRegion2D along with NavigationAgent2D for pathfinding. No attack state is implemented yet however.

Also a few settings for the zombie so I can easily change Chase Speed as well as maximum distance to chase before going back to Idle State.


Submitted(+3)

A Small Changelog

  • Added player sprite
  • Added zombie sprite
  • Added Zombie attack state
  • Instead of using military ranks I went with a simpler route, using rank numbers. Max rank is as of now 12 (which is when the player should eventually win the game)
  • How much experience is required per level is for now calculated with the formula: 1000 + (rank * 350) * 1.2; (subject to change)
  • Each zombie grants 110 experience points (subject to change)
  • Using antidote will now cure 1 stack of the disease
  • Player now gains experience when killing zombies
  • Player now gets infected when getting hit by a zombie, stacks up to 3.
  • Player walks slower when affected by the disease (how slow depends on how many stacks)
  • Player grows larger when affected by the disease (how much depends on how many stacks)
  • HUD
    • Rank (top right corner)
    • Disease debuff (top left corner)
    • Experiencebar

A small video showcasing some of the added stuff

Submitted

I somehow missed your update yesterday so been catching up but it's so awesome to see this coming together :D Keep it up! I'm excited to play this when it's done!

Submitted(+1)

Thanks, yeah I'm trying to get a few things done every day, but didn't have time one of the days to work on the project 馃榾

(+1)

hey man I was wondering if you wanted a sound designer or Sound artist for this game? I鈥檓 an Audio engineer student based in Texas and I would love to talk more if that鈥檚 okay? 

Submitted

Hello, thanks for being interested. Will definitely keep you in mind for other game jams, but this one I'm going solo for :)

I appreciate that :) good luck man! Looks great so far!

Submitted

Added a few sound effects

First time trying to do some sound effects, so they wont be perfect. Added sound effects for:

  • 3 Different sound effects for zombies
  • Projectile sound effect
  • Reload sound effect
  • Quaff Antidote sound effect

More to come at a later date, a video just to showcase it:

Submitted

Another Small Update

Zombies now have a chance to destroy Objects(antidotes & ammo crates).

Screenshot with debug label above zombies to show current state :)


Submitted(+1)

New day, new opportunities!

Additions

  • Updated level with some trees and stuff.
  • Added zombie spawn positions that will spawn zombies at random intervals.
  • Added antidote spawn positions, antidote will respawn at random intervals. (not final)
  • Added ammunition crate spawn positions, crate will respawn at random intervals. (not final)
  • Fixed a bug where zombies try to destroy crates/antidotes that has been picked up by player or destroyed by some other zombie before it can reach it.

A video showcase as usual


Submitted

This is looking awesome! 

Submitted(+1)

thanks, have a lot of things planned, just hope I get a fraction of it finished. 

I have implemented screenshake when shooting as well as blood particles when the zombies die.


Hope to get some more time to develop the game tonight 馃榾. Time is a scarse commodity I'm afraid hehe

The looks pretty good and your progress is really nice. I will definitely give it a try after you submit it :D

Also just wondering, in the video at 0:16/0:17 it looks like you are shooting forward and back at the same time judging by the zombie dying. I haven't seen you mention it so was it a bug or intended? Because while looking slightly wierd, it could be interesting method of getting out of a trouble.

Submitted

Thank you :)

Not sure what video you're referring to, I do know however that rotation is instant, it is something I've been meaning to fix just haven't gotten around to it. That might have been why it was looking like I shot both forward and backward. The solution I had in mind for it is to tween the rotation so it isn't so abrupt (especially when the cursor is close to the player).

The video I am referring to is the showcase in the second latest update. (this one:

 I wanted to only post a link but I guess tha)

It could be caused by instant rotation if it's based on cursor position, well good luck with dealing with it :)

Submitted (2 edits) (+1)

Some more improvements

  • Start scene
  • Game Over scene
  • Now the disease can and will kill you, however I still need to add a countdown to show how long you have left before you're dead.
  • Added blood particle effect when zombie dies
  • Zombies can now dash (it has a cooldown)
  • Player sprite flashes red, the speed depends on the number of stacks of the disease.

Probably forgot some things I've added.

I do know that the sound is abit odd, noticed it after uploading to youtube, it is however not a problem with the game.

(+1)

a game zombie ! yep herrr. good luck

Submitted

More improvements made

Have been busy lately, so haven't been able to work as much on it as I would have liked to.

But I have gotten a chance to get some things done today, these are not an exhaustive list but all major additions:

  • Add highscore (remove max rank) with a simple binary save file format.
  • Add laser that points where the gun is pointing.
  • Add exit button to main screen.

Submitted

Heyo, what's the font u using? Looks nice!

Submitted

it's called compasspro from here :)

Submitted

Thanks!

Submitted

You're welcome 馃榾