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HellHorde | FPS Zombie Shooter
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HellHorde | FPS Zombie Shooter

EDWIN PUA JUN HAO
by EDWINPUA on 16 Mar 2023 for Rookie Awards 2023

I challenged myself to create the ultimate FPS zombie shooter in just 3 months! With tons of passion and dedication, I tackled this task head-on and can't wait to share the final product. Get ready for the ultimate zombie apocalypse!

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After 3 weeks of learning the basics of Unity's Bolt Visual Scripting, I challenged myself to make a First-Person Zombie Game in Unity in just 3 months ...

I don't want to just create a simple zombie game that allows the player to shoot the undead. Instead, I want to evoke a sense of horror and fear in the player by immersing them in an environment overrun by the walking dead.

I started looking for references to guide me. In my opinion, the Resident Evil franchise has created the most immersive horror environments in gaming, so I definitely added it to my list of references.

Left4Dead for its simple UI, easy-to-pick-up game mechanics, and linear-level design.

Finally DaysGone for its horde and the tension that it gives the player.

Are you ready to see the final product of three months of hard work?  Cause I'm thrilled to present it to you!

Let's begin the process of going through how I got to this point!

Week 1-3   |   Layout of the parking lot

I started by creating the parking lot since the basic premise was to have the player start from the bottom and gradually progress to the top of the building. 

The entrance of the parking lot was the first scene I created because it's the first thing the player sees upon starting the game. The positioning of the bus blocking the entrance also adds an element of storytelling to the environment.

Below are some additional screenshots of the parking lot.

Week 4 [Month 1 GONE] | Basic layout of the other two levels, the Office and the Rooftop.

work in progress screenshot of the Office

work in progress screenshot of the Rooftop

Week 5 [Month 2] 

So after going through the pictures of the Office, I just wasn't feeling it. So I decided to retexture the entire level

Here are some before and after

Week 6 | Basic Gameplay

I won't be showcasing the process of my Bolt visual scripting because it's not the most exciting part, but it's worth noting that the process began as soon as the project was kickstarted.

Nevertheless, I'd like to highlight some of the challenges I faced during the scripting process, as well as some of the more difficult features I implemented.

So at this stage, a basic player movement was completed and the player is able to press the left mouse button to toggle fire.

Unfortunately, the zombies at this stage were sinking to the ground due to the rigidbody and the navmeshAgent having a scripting problem.

I've also created these  "Switches" that the player could interact with and swap out the weapon

Week 7 | Ragdoll & AI Complete!!!

The levels baked 

Week 8 [ Month 2 GONE ] | Lighting & Atmosphere

This week, I finally feel like the game is starting to come together!

Oh, I also added a flashlight by pressing the F key

Here are some images of the game with the lighting added.

I must say that I really liked this week's results

Week 9 - 12 | Bug Fixes, VFX and UI

This is basically the last push for my project and is probably the hardest part for me since it's literally my first time dealing with debugging in visual scripting, Unity's particle system and not to mention the start and game over menus ALL IN ONE MONTH!

So I've added some Rain Vfx for the rooftop

Then I've started working on the Start Menu and the End Game Menu

Tried my best to perfect the Gunplay's VFX

and who could forget these famous last words

THATS BASICALLY IT !!!

Overall, I'm really proud of what I've accomplished in just 3 months. Looking back, it was a hellish process. Many intrusive thoughts about giving up due to stress and other assignments that need to be due but I didn't give up and I'm proud of that.

So some but not all of the assets are from the UnityAssetStore which I'm not ashamed to admit cause I've tried to model everything but it was just impossible due to the time crunch so some sacrifices had to be made.

The zombies and the zombies' animation were downloaded from Mixamo, not even trying to make an excuse but everything else was done by my two hands.



Thank you so much for taking the time to read and look through all of this. I know it's a bit lengthy, but I really wanted to document three months' worth of progress.

I want to express my sincere gratitude to my family, lecturers, and friends for their unwavering support throughout this journey.

This game is just one of many to come from me, and I can't wait to see what the future holds.


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