Hey everyone!
I’ve been making solid progress on the game, and I thought it was a good time to update you all on what’s been happening behind the scenes. The focus lately has been on refining the zombie mechanics, adding more depth to the combat system, and polishing up the player animations. Here’s a breakdown of the latest changes:
Completed Tasks:
- Zombie Mesh and Skeleton Overhaul: I’ve swapped out the old zombie model and skeleton for something far more detailed and immersive. The new mesh looks a lot more polished, and the new skeleton will let me create more dynamic animations as we go. You’ll really notice the difference in how the zombies move and react.
- Random Zombie Spawn System: I expanded the spawn system so that zombies appear randomly throughout the game world. This makes the encounters feel more unpredictable and keeps the tension high. You never quite know when a zombie is going to come lurching out from behind a corner!
- Blood Splatter Effects: One of the fun parts of combat has been adding blood splatter effects when zombies are shot. It’s not just for visuals – it adds a really satisfying impact when you hit your target, making the combat feel more rewarding and visceral.
- Zombie Melee Attacks: Zombies now have a basic melee attack system in place, so they can finally strike back when you get too close. This has made those tight, up-close moments much more intense, and forces you to be a little more strategic when dealing with a crowd of the undead.
- Player Animation Speed Tweaks: I spent some time fine-tuning the player animations, especially around movement speed. Now, running, walking, and aiming feel much more fluid. Before, the animations felt a bit off, but this adjustment really brings everything in line with the pacing of the game.
- Weapon Zoom-Out Function: I’ve also added a cool new feature where right-clicking will zoom out the camera, but here’s the twist – the zoom level depends on the weapon you’re using. So, if you’re holding a long-range rifle, you’ll zoom out more than if you’re using a close-range weapon like a pistol. I was able to leverage the existing enum setup to manage this.
- Fixing Weapon Equip Animations: There was a bit of an issue with the weapon equip animations not syncing up properly, but that’s all fixed now. The transitions between drawing and equipping your weapons are smooth and responsive, which is important for keeping the combat feeling tight.
- Defining Equipment Slots: After some consideration, I’ve locked in how the equipment slots will work. You’ll have four main slots: Unarmed, Melee Weapon, Sidearm, and Primary Weapon. This setup will make it easier to manage the player’s loadout and should feel pretty intuitive when switching between different weapons.
- Ammo Counter and Reload System: The ammo counter is fully functional now, and I’ve added reload mechanics too. When you’re in the heat of battle, you’ll need to keep an eye on your ammo, and the reload system adds another layer of strategy. Running out of bullets at the wrong time could be deadly!
- Grenade Throw Animation: The grenade throw animation is in place and feels pretty smooth. I wanted the animation to look natural, so I spent a bit of extra time polishing the throw mechanics. Now when you toss a grenade, it looks and feels like a real action rather than just a stiff animation.
In Progress:
- Reload Animations: I’ve added a temporary reload animation for now, but this is just a placeholder. Eventually, I plan to add different animations depending on the type of weapon you’re using. A shotgun reload should look and feel different than reloading a pistol or rifle, so that’s next on my list to polish.
Upcoming Tasks:
- Player Vision Cone: I’m looking into adding a vision cone mechanic for the player. This would limit the player’s ability to see enemies outside of a certain field of view, adding a bit of realism and some extra challenge. It’s something that could create tense moments where zombies sneak up on you if you’re not paying attention.
- Player Melee Combat: While the zombies can attack in close quarters, the player doesn’t have a melee attack yet. This is something I’m eager to add because I think it’ll complement the ranged combat really well. Plus, sometimes you just need to punch your way out when you’re out of ammo!
- Spent Shell Casings: I’m planning to add spent shell casings ejecting from the player’s weapon after each shot. It’s a small detail, but I think it’ll add to the realism and immersion of the combat scenes, especially in chaotic firefights.
- Inventory System with Equipment Slots: An inventory system is on the horizon, and I’m excited about it! It’ll allow players to manage their equipment slots and organize weapons, ammo, and items. This will tie into the combat mechanics, especially with how you’ll switch between different weapons and manage your resources.
- Grenade Counter: Finally, I’ll be adding a grenade counter to the HUD so players can keep track of how many grenades they have left. No more guessing whether you have one more explosive in your pocket or not!
That’s where things stand right now. I’m pretty excited about how the game is shaping up and can’t wait to share more updates as I continue refining the gameplay. As always, I appreciate your support and feedback. Let me know what you think of the new features, or if there’s anything you’d like to see next!
Stay tuned for more updates soon!






