Devlog #7 – Perks & The Mystery Box
This week was a big one — I finally got perks working and set up the core system behind the mystery box. These two additions massively change the way the game plays and feel like a true callback to classic Zombies, with my own twist.
Functional Perks
Perks aren’t just set dressing anymore — they now have real gameplay effects. Here's what I’ve got working:
SwiftShot Soda
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Doubles reload speed
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Doubles weapon swap speed
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Boosts sprint speed
This one instantly makes combat feel snappier — and it's a game-changer for surviving late-round chaos.
Health+ Hooch
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Increases the player's max health
Simple but effective. It helps counterbalance tougher zombie waves later on.
DoubleOrNothin Daiquiri
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Activation-based (press Y)
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Rolls the dice: everything is either FREE or DOUBLE price for 30 seconds
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Works on doors, wall buys, perks, mystery box, etc.
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UI updates dynamically to show the temporary pricing
May later include 2x points/No points based on which one you get.
This perk adds a great risk/reward twist to the standard point economy. It also required some backend work — I created a central manager that all interactables now check to determine the current price modifier.
Perk Machine System
Perk machines are now:
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Buyable (only once per perk)
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Integrated with the points system
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Set up to show TextMeshPro prompts that reflect the correct price orFREE if DoubleOrNothin is active
Mystery Box System
The other major addition is the mystery box — a randomized weapon dispenser inspired by CoD Zombies.
Core features:
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Costs points to roll
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Cycles through random weapons with an animated raise/lower sequence
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Plays a looping jingle (Teddy Bears Picnic) while rolling
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Lets the player accept the weapon with [F]
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If you already own the weapon, it instead refills your ammo
The whole system is modular, using a list of weapon GameObjects and a bunch of coroutine magic to make the animations smooth. I also integrated ammo refill logic so weapons not currently held get topped up when unequipped, and duplicates from the box get max ammo instead of cluttering your inventory.
Next Up
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Create more perks with unique effects (e.g., Blastproof Bourbon, Phantom Punch, Voltage Vodka)
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Expand the mystery box with rarity weighting or Pack-a-Punch integration
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Build out the perk UI — currently it's all debug logs and placeholders
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 Release48 days ago
- Devlog #9 – Powerups & Game-Changers48 days ago
- Devlog #8 – Building the Quick Guide48 days ago
- Devlog #6 – The World Rewinds48 days ago
- Devlog #5 – Points, Purchases & Perk Machines50 days ago
- Devlog #4 – Waves, Ragdolls & Chaos50 days ago
- Devlog #3 – Zombie AI Begins50 days ago
- Devlog #2 – Early Gameplay & Time Travel Concepts50 days ago
- Devlog #1: Scanning the Real World58 days ago
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