Devlog #2 – Early Gameplay & Time Travel Concepts
Welcome back to another devlog for what i have decided to name Last Loop! In this post, I’m diving into the early gameplay foundations — setting up player movement, shooting, and a basic enemy health system. I’ve also started to explore the game’s biggest twist: a time travel mechanic that replaces Quick Revive.
First Mechanics: Movement, Shooting & Enemy Health
With the environment starting to take shape, I dropped in a first-person controller using Unity’s CharacterController
. It’s got smooth movement, jumping, gravity — the essentials.
Next up was shooting. I implemented a basic pistol that fires hitscan bullets using raycasts from the camera. It tracks ammo, handles reloading, and includes a quick muzzle flash and sound. Nothing too flashy (yet), but it gets the job done.
To test it out, I threw in a placeholder enemy — currently just a capsule with health. Shoot it a few times and it goes down. Simple, but satisfying.
Time Loop Tonic — A Perk With a Twist
Instead of a typical revive system, I’m planning something different: a time travel-based mechanic inspired by the Time Bomb from Buried (Black Ops 2).
The idea is a perk called Time Loop Tonic. When used, it rewinds time — either for the player (personal rewind) or for the entire game world (world reset). It’s still early days, but narratively, it ties into the larger story: the zombie outbreak is the result of failed time travel experiments, and each rewind causes more reality to break down — from slow-motion zombies to glitchy physics and echoes of past actions.
Right now, it’s just an idea, but it’s going to be a core mechanic going forward.
Minor Updates & Visual Tweaks
I also went back and polished up the library area, replacing rough bits and cleaning up the Unity hierarchy. I’m using Synty’s low-poly assets to furnish the space — desks, bookshelves, cubicles — all helping to make the world feel grounded but stylized.
What’s Next?
Next up:
-
Implementing zombie AI using Unity’s NavMesh system
-
Getting zombies to actually chase and attack the player
-
Starting on a basic prototype of Time Loop Tonic as a usable perk
Thanks for checking out the project — more to come soon!
Get Last Loop
Last Loop
Time doesn’t forgive. Neither do the dead.
Status | In development |
Author | Cl0uds |
Genre | Shooter |
Tags | Co-op, Post-apocalyptic, Zombies |
More posts
- Devlog #10 – Final Polish & Alpha Release1 day ago
- Devlog #9 – Powerups & Game-Changers1 day ago
- Devlog #8 – Building the Quick Guide1 day ago
- Devlog #7 – Perks & The Mystery Box1 day ago
- Devlog #6 – The World Rewinds1 day ago
- Devlog #5 – Points, Purchases & Perk Machines4 days ago
- Devlog #4 – Waves, Ragdolls & Chaos4 days ago
- Devlog #3 – Zombie AI Begins4 days ago
- Devlog #1: Scanning the Real World11 days ago
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