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One-Armed Zombie hunter

  • 19 Devlogs
  • 34 Total hours

Simple first-person shooter game made in godot. My first 3d game that I made without a lot of AI help (other than debugging). This game is available on Windows, MacOS, and Linux. If there are any issues or ideas you want me to add, please contact me on discord @adam_636 and thanks to the person that recommended me to use mixamo.com (@NCGAMEMAKING), you helped me out so much, without you i wouldnt have found these free textures.

Ship #5

SHIP 5:

Ok so firstly, I readded the readme file to github as i forgot to add it back after I got a new repo on github since the old one was bad.

After all that, I added more enviromental objects like crates, trees, and rocks. I created the trees myself in blender which was made before this project and I never got the chance to use it. I feel like it fits the low-poly feel of the game.

Next, I added hitmarkers to the game as well as a sound for them to make the games quality of life much better and smoother. This was requested by many reviews and I myself thought it was difficult to tell when my shot hit or missed so I added the hitmarker. This was inspired by every other fps game btw.

Alongside this, I made the crosshair fade out when the player is sprinting because it made the game smoother and it was inspired by like every other fps game too.

Next, there are some much needed graphical changes. I created antialiasing, bloom, distance blur, and fog in order to make this game match the vibe of the zombie theme and to create a better-looking scenery. It is much of an improvement but there should be no issues on low end PCs as the quality is still purposely low in order to make the game run bad pcs.

Finally, I added new zombie variant based off of the Spitter from left 4 dead. It does something similar to the spitter from literally any other zombie game, it spits. The avatar for the spitter was downloaded from mixamo because i cant build any good characters lol. The acid ball on the other hand, was made by myself, it is spawned in by code and It does not have a specific model in godot. Every part of the acid ball was made in code in order to make it more dynamic and less lag inducing like how the original model would have caused severe frame drops. Currently, the spitters only start spawning AFTER round 5.

The best way to defend against the spitter is by standing under trees to prevent their attacks from hitting you.

(also we are 55 stardust away from goal!!! Thank you all for the support!)

  • 3 devlogs
  • 5h
  • 11.64x multiplier
  • 62 Stardust
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2h 44m 28s logged

Added new zombie variant based off of the Spitter from left 4 dead. It does something similar to the spitter from literally any other zombie game, it spits. The avatar for the spitter was downloaded from mixamo because i cant build any good characters lol. The acid ball on the other hand, was made by myself, it is spawned in by code and It does not have a specific model in godot. Every part of the acid ball was made in code in order to make it more dynamic and less lag inducing like how the original model would have caused severe frame drops. Currently, the spitters only start spawning AFTER round 5.

I also changed up the graphics of the game by adding distance blur, fog, and antialaising and some bloom to give the game more of a zombie/horror feel but at the same time be playable on low end devices.

For the enviroment, I added more objects like trees and crates to make the enviroment less plain.

The reason for more trees is so that the new Spitter zombie variant cannot hit through them, so you can stand under them to avoid being hit, but at the same time, the player has to keep moving in order to not get attacked by the regular zombies or the sprinters.

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2h 4m 43s logged

I made the current environment better by adding low-poly trees that I made in Blender. I decided to make these trees myself because I did not want to keep using free open-source assets, as it makes the game seem low-effort. I also added a way to tell if you hit the zombies, as requested, by creating a hitmarker on the crosshair and a hit sound effect so the player can for sure tell whether their previous shot hit the target or if their previous shot did not hit the target. Alongside this, I also made it so that the crosshair disappears when sprinting, much like many FPS games. I did not have a full reason to do this except to make this game smoother and seem more polished.

(unrelated but we are 55 stardust away from the goal of 360 stardust!!! THANKS FOR ALL THE SUPPORT!!)

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Ship #4

4th Ship Overview:

Combat updates:

Added a new weapon: the railgun.
Its ment to help you on waves where there are many more enemies since the railgun one shots all of them except for the boss zombie.
Alongside this, I also added the ability to swap between your pistol and your main weapon using the 1 and 2 key but keep in mind that you can only swap between weapons when you have a gun other than the pistol. Ultimately, this was implemented to make the game easier since many players have noted that the game was a little difficult. Finally, I also added a melee function in which pressing F pushes back the zombie you are attacking as long as you are close to it. This was created as a way to attack while reloading though it does cancel your reload. Also in a one on one situation you can combo the zombie with this function.

Enemies related update:

Fixed the hitbox of the boss zombie so that it is able to spawn in without getting stuck into the ground. I also gave it the ability to knock players back with its attack to give it some more immersion.

Misc updates:

Added a command line which can be accesed when the ` button is pressed. Commands are pretty simple to figure out and its not intended for players but if you can find the right prompts itll work fine.

I also made a more smooth and immersive death screen in which the “You Died” screen fades in and is semi transparent. This was done so that the screen seems more advanced and less like a stale 2D screen. Alongside this, the transparent background lets you see the zombies still mauling the defeated player (this was unintended but I liked it so I kept it).

So yeah try it out pls :)

  • 4 devlogs
  • 7h
  • 8.15x multiplier
  • 57 Stardust
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2h 5m 26s logged

Added a new weapon: the railgun.

Its ment to help you on waves where there are many more enemies since the railgun one shots all of them except for the boss zombie.

Alongside this, I also added the ability to swap between your pistol and your main weapon using the 1 and 2 key but keep in mind that you can only swap between weapons when you have a gun other than the pistol. Ultimately, this was implemented to make the game easier since many players have noted that the game was a little difficult.

Finally, I also added a melee function in which pressing F pushes back the zombie you are attacking as long as you are close to it. This was created as a way to attack while reloading though it does cancel your reload. Also in a one on one situation you can combo the zombie with this function.

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1h 36m 51s logged

Reworked the animation and poses of the boss as they were looking a bit static. I also reworked the attack script so that it was more smooth and realistic (granted this game is not gonna be realistic at all)

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1h 12m 15s logged

I created a better death screen that fades in on death also the screen now displays a best waves reached text that saves after each game and even saves after the game is closed. I also fixed the boss zombies hitbox as it would collide with the players body in a way that made the player, this is also when I noticed that the bosses movement had nothing special attached to it, so I made its attack speed faster as well as making its attacks knock back the player.

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2h 8m 3s logged

Created a command line for commands to debug the game or to play around with. Current commands include the following: noclip, fly, crash, godmode, and heal. If there are any commands you would like me to add, feel free to comment them. This command line was made simply by using a textedit object on a canvaslayer and creating a simple list script with func codes to program the commands.

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Ship #3

Created a new zombie varient that took approximately 2 hours to complete, this varient is a boss that has much more health and damage than the regular varients. In the script global.gd, it is set so that every 5 rounds it will spawn a boss, for example round 5 = 1 boss zombie round 10 = 2 boss zombie, the current boss code is just the basic framework for movement and attack, I plan to add more to the framework in order to make it more smoothed out.

  • 4 devlogs
  • 4h
  • 15.53x multiplier
  • 64 Stardust
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43m 50s logged

Added simple code for the boss, also gave it better animations and attack. This is currently just the first version for the boss zombie, it will be changed as I am planning to implement a different type of attack and movement system for the said zombie.

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42m 10s logged

Added a simple main menu using a Camera3D as well as a canvaslayer that has a transparent background so that the map can be seen. There was also a bug in the menu where if you pressed escape the level starts and zombies spawn even though play was not pressed. I fixed it by adding a script in the main menu so that pressing escape will not unpause the game and it will not register anything UNTIL the game has started then it will open up a pause menu if pressed and close the pause menu if pressed again.

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1h 8m 10s logged

Created a new sensitivity slider as requested by creating a new settings button under the pause menu, if there are any other changeable settings you would like me to add feel free to comment them.

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Ship #2

(this is mostly copied from the previous devlog as I ment to make that a ship)

I added weapon spread by using godots export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn’t any indicator of game mechanisms in the game itself right now.

Animations are currently not very smooth because of the fact that I am using free animations from mixamo so the switch between animations on the zombies may not be very smooth.

  • 4 devlogs
  • 8h
  • 10.08x multiplier
  • 84 Stardust
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1h 47m 46s logged

I added weapon spread by using godots @export functions to export a gun spread variable to the main player scripts and modified the spread for the pistol and m4 so it matches its real-life counterparts. I also added a new zombie varient that runs at the player at high speeds but has low health and attack damage. This was done by copying code that was previously used for the original zombie but modifying it a bit. The zombie textures were all obtained from mixamo.com. The animations for the zombies were also from mixamo.com (again, big thanks to the guy that recommended that to me). This will be the final update for now as I do not know what other functions and tweaks I need to add to the game. Currently, there is a stamina mechanism, firearm bullet spread calculations, 2 zombie variants, a much more realistic movement system that including moving slower when walking backwards; stamina takes more time to regenerate than to be used up; jumping cancels out sprints. These are the main functions that I added for the newest release of the game, if there are any bugs, feel free to comment it and feel free to comment any ideas I should add as well. forgot to mention, tips were also added to the wall as there wasn’t any indicator of game mechanisms in the game itself right now.

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2h 52m 6s logged

Added more visible grass by using textures and 3d modling in blender.

Fixed players movement to be more realistic by making sprinting unavailable when moving backwards as well as making speed slower overall as well as making speed slower when moving backwards, also made sprinting less overpowered by making it recharge slower.

Added a buyable M4 to make the game more fun and easier when the game progresses into a further round.

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3h 23m 14s logged

Focused on making the game higher quality by getting models and animations off of Mixamo (thanks to the person who recommended it). Also added a stamina and sprinting system so that the game feels smoother and less static. Alongside this, I also noticed a bug with the hitboxes in which the player was able to jump out of the way of the zombies attack basically avoiding the attack entirley, to fix this, I fixed some code for the zombie and made the zombies attack radius a little larger as well as reducing the players jump force to match the current movement speed rather than getting an intense boost in speed. Also, while creating the animations, I noticed the zombies were just gliding instead of playing animations and facing the wrong way as well. This was repaired with some exports, as I exported it into the script with the wrong path (stupid lol). Also made a better gun model by getting a low-poly model off of open source sites (I forgot the name, sorry). Also added more sound effects for the zombie. Now, the game [in my opinion] feels much more realistic and arcade-like with the new models, animations, and sounds. I’ll keep posting updates on the devlogs until I feel the game is ready for the next ship.

Thanks for all the support and the ideas. I feel really grateful for the advice.

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Ship #1

Improved the guns model to make it a little more realistic, added round mechanic and a healing item that can be bought using score earned by killing zombies. Sound effects and more visual effects were added to improve the smoothness of the game to make it more similar to a arcade shooter game. Also added a death animation for the zombies in which the zombie falls and rolls over when it gets killed. This will be the first shipped version.

  • 3 devlogs
  • 9h
  • 7.09x multiplier
  • 61 Stardust
Try project → See source code →
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3h 47m 19s logged

Improved the guns model to make it a little more realistic, added round mechanic and a healing item that can be bought using score earned by killing zombies. Sound effects and more visual effects were added to improve the smoothness of the game to make it more similar to a arcade shooter game. Also added a death animation for the zombies in which the zombie falls and rolls over when it gets killed. This will be the first shipped version.

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