Devlog #4 – Waves, Ragdolls & Chaos
In this devlog, I’ve been focusing on wave progression, death physics, and general gameplay improvements. We’re finally at the point where things are starting to feel like a real zombie survival game — which is honestly a bit surreal.
Wave System Online
I’ve implemented a proper wave-based spawning system:
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Each round has a maximum number of zombies.
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Zombies spawn in batches, and the round only progresses once they’re all dead.
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The current wave number increases after each round and affects the total spawn count.
It’s a pretty simple system right now, but it already gives the game that satisfying rhythm of survive–recover–prepare. I’ve also added a round UI display using TMP so players always know what wave/round they’re on.
Ragdoll Physics
One of my favorite updates — zombies now ragdoll on death.
Instead of disappearing or playing an animation, they crumple to the ground dynamically. It’s still a bit janky sometimes (they occasionally spaz out if they die in weird positions), but overall it adds so much to the feel of the game. Shooting a zombie and watching it drop never gets old.
Pathfinding Fixes & AI Tweaks
Performance with zombie movement is still holding up well thanks to the staggered NavMesh path updates. I’m now experimenting with:
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Random path offsets — zombies don’t all follow a perfect line anymore
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Speed variation — some zombies move slower, some are faster, so they feel more dynamic
These tweaks make a big difference to the pacing and unpredictability of each round.
What's Next?
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Add more zombie types (maybe runners vs. tanks?)
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Implement zombie sounds — ambient groans, attack grunts, etc.
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Possibly experiment with spawn effects and hit reactions
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Continue tuning wave balance and pathfinding behavior
That’s it for this one! The game is feeling more alive (ironically) with each update, and I’m excited to keep pushing it forward.
Going on holiday and also have other projects to focus on, so may not get another devlog out until early to mid April, hence posting this one fairly close to my last one.
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 Release2 days ago
- Devlog #9 – Powerups & Game-Changers2 days ago
- Devlog #8 – Building the Quick Guide2 days ago
- Devlog #7 – Perks & The Mystery Box2 days ago
- Devlog #6 – The World Rewinds3 days ago
- Devlog #5 – Points, Purchases & Perk Machines5 days ago
- Devlog #3 – Zombie AI Begins5 days ago
- Devlog #2 – Early Gameplay & Time Travel Concepts5 days ago
- Devlog #1: Scanning the Real World12 days ago
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