Devlog #5 – Points, Purchases & Perk Machines
Welcome back to Last Loop! This update marks a major shift in gameplay — we’ve moved from raw mechanics to actual interactions and progression systems. In this post, I’ll cover the new points system, wall buy weapons, perk machine purchases, and how I’ve started setting the mood with ambient audio.
Points System
First up, I’ve finally added a proper points system — now, shooting and killing zombies actually rewards you.
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10 points per bullet hit
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Flat bonus on kill (exact value TBD)
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UI displays your current points using TMP
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Interactables (doors, perks, wall buys) check if you’ve got enough to proceed
Eventually I plan to scale values depending on weapon type or hit location, but for now it’s nice and simple.
Wall Buys
With points in, it was time to let players spend them. I added wall buy weapons that work just like classic Zombies:
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Each wall weapon has a name, cost, and ammo price
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If you already own the weapon, you can buy ammo from the same wall
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UI prompts change depending on whether you already own the weapon
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Weapons don’t disappear after purchase — you can come back later for ammo
It’s surprisingly satisfying to run low on ammo, backtrack to a wall, and quickly stock back up before the next wave hits.
Perk Machine Purchases
Next, I hooked up my perk machines. For now, the effects aren’t implemented — I just wanted to get the purchase system working:
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Each machine has a cost and a unique name (e.g. SwiftShot Soda, Health+ Hooch)
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When you have enough points, you can walk up and buy the perk
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TMP prompts update dynamically with the perk name and price
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Once bought, you can’t buy the same perk again
This system will later connect to actual gameplay modifiers (faster reloads, more health, etc.), but getting the buy logic done is a big step.
Ambient Audio
To make the level feel more alive (well, undead), I started layering in ambient audio:
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Each perk machine has its own looping jingle
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Using AudioSources, all perk audio plays in the background — but only the one near the player is audible
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Volume blending is handled by checking camera focus or player proximity
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Audio doesn’t restart when you revisit a machine, so it feels seamless
Zombies randomly make groaning noises.
This subtle touch adds so much atmosphere. Even just hearing that low warble of Voltage Vodka in the distance gives the map some personality.
What’s Next?
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Add actual perk functionality (movement boosts, reload speed, health increases, etc.)
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Implement the DoubleOrNothin Daiquiri activation system
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Build and hook up the mystery box system
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Continue refining UI prompts to reflect perk effects and active modifiers
That’s it for this one! It’s starting to feel cmore and more like a real Zombies experience now — one where you earn points, unlock new areas, and start gearing up. The systems are finally coming together.
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 Release3 days ago
- Devlog #9 – Powerups & Game-Changers3 days ago
- Devlog #8 – Building the Quick Guide3 days ago
- Devlog #7 – Perks & The Mystery Box3 days ago
- Devlog #6 – The World Rewinds3 days ago
- Devlog #4 – Waves, Ragdolls & Chaos5 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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