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Adammm

@Adammm

Joined June 10th, 2026

  • 38Devlogs
  • 10Projects
  • 13Ships
  • 150Votes
Just here to learn
Ship

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

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
Try project → See source code →
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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

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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7h 56m logged

Created the clean function using javascript to find and fix quotes, em dashes, whitespaces, and many other more cleaning functions on text. This was done by finding certain parts of a sentence and clearing it out by clearing the “unclean space” and then replacing it with whatever fix is needed to make the sentence more clean. An example is pasted into the image below. I also made all the buttons work using some JavaScript and HTML. I only needed to make two button since I can just copy and paste the original code to make extra buttons, the 2 different buttons are split between the left and right side on the image. The last thing I made was the scratchpad which can work as a conversion chart or a simple calculator for basic math like addition or multiplication.

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2h 23m 59s logged

Created basic UI and theme using simple html and CSS. Had some issues with the layering and had Gemini AI debug it for me. I decided to give the site a simple terminal theme since the vibe the functions like smart printing or pretty-print gave me a terminal feeling. The name came from AI since I couldnt really think of a good name for the project. Anyways I plan on working on the buttons and actual functions soon.

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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

This is a simple warioware-inspired game made in Godot.

This game includes 3 minigames, a settings menu, a win screen, and a lose screen. It is specifically made to have a chicken-themed aesthetic, hence the name.

Textures and models were all self-made, like the egg.

Controls are just WASD for movement or arrow keys, space to jump, and you may need to use your mouse for some minigames.

Try project → See source code →
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