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

WeaponsWeapon Damage(Per projectile)Rate of Fire
VP9(Start Pistol)50Click Rate
Tec-93525
P9014615
Kriss Vector19020
Olympia300Click Rate
G36C27215.66
Famas26018.33
FN Scar4509.2
AK-4729510
M249 Saw50010

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

Files

Build.016.zip 951 MB
26 days ago

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