Facing zombies in the graveyard is the most likely going to be the first experience you will have in the game, I want to make it enjoyable and juicy. So I went over the zombies and made some quick textures, including normal maps, even small details like the chunks missing are noticeable and readable during action, this is probably close to the final look I will be going for, at least for the first version of the game
So I have more free time now and I am ramping up production I implemented all 3 zombies with giblet versions and a new enemy type, also in-game and breakable :
A closer view of the skeleton with flaming eyes:
I also spent some time polishing the gun, both the bullets and the related animations
I will implement some attack animations and post an update during the next days. Then more items and more enemies to finish up what I need for the first level. Stay tuned
So as I was working on one of the skeleton enemies – for which I have the intention of them exploding into bones like I did with Bashing Orcs – I figured I could make giblet versions of my zombies as well and give them that extra juice.
I spent Sunday morning cutting up the zombies and then in the afternoon I implemented the code:
I put together a small area to get a sense of what I will need to do for levels, I feel I will end up increasing the amount of zombies I thought I would need, so I will also need to work on the random variations and textures to get something that works. Some audio effects also added and some systems added to the gate and chest.
Next skeleton enemies and maybe the zombies can throw something at the player as well, check it out here:
I already had a list of things added to my asana tasks. I have a cross-dot already to help with targeting the embers (Medievil also had a cursor of sorts, so maybe it’s ok), what else can I do with the cross-hair-dot.
A pistol was in the list, but that also shoots one bullet at a time – according to the time period I have in my mind for this – so that’s basically the same, but less magic…
How about a shotgun? That’s better, but I still want to be able to hold the axe and possible throw it around at the same time.
What about a magic pistol then, that sort of fires like a shotgun and is powered by the same ember magic (which is blue, even though it is fire based(annoying) and shoots with a spread – because the ember breaks apart of course – let’s bring in a pistol I bought for a game with pirates I was making and see how it goes:
I started thinking about ways to play more with the ragdolls, since this has been a theme with prototypes I made in the past, maybe I could actually make something more this time.
I already had the slide implemented – the idea initially was to throw your head as a bowling ball, but I figured 1) it will be a returning ball instead of a returning axe, that’s not variety and 2) sliding was fun.
Bowling Ball Jack was born:
This was really easy to implement, the only tricky thing was making sure the character didn’t snag on the ragdolls while performing the action, but being able to walk over them once it has been performed. In Unity this was just a matter of switching a Physics layer interaction bool on/off, which is controlled by animation events, just like the collider that pushes them out of the way.
Now this is fun of course, but you can basically spam it and take out a horde of zombies no sweat, I destroyed my game.
What to do, what to do…
Let’s add a stamina bar, so you have to switch up, right? And why would you not spam the axe instead? Well because that works with magic, duh… So I decided to try out what has basically become the classic: Health Stamina Mana trio of health bars.
Of course someone said that’s neat and that it would be better if the ragdolls received force, which is something I had automatically from the functionality of the axe, but was too much, sending the dolls to high heavens – which was funny, but broke the models too much.
So I found some time and implemented a more controllable impact force that seems to work like a charm: