Vegan Zombie Crop Apocalypse

Overview

  • Engine: UE5
  • Team Size: 3
  • My Roles: Game Designer, UI/UX Designer, Assisting Gameplay Programmer
  • Project Date: Jan 2023 - In Progress
  • Project URL: Ludume Dare 52 Build
  • Project Documentation: Doxygen

  • "Get away from Betsy you damn vegans!"

Overview

VZCA is a fast-paced survival game with a unique twist, players must fend off... vegan zombies!?

Originally created for the Ludum Dare Game Jam, my colleague and I were passionate about the game and decided to continue its development aimed towards a Steam release for the studio, incorporating suggested changes from the other participants.

Through developing this game, I expanded my knowledge and gained hands-on experience in creating and designing UI; I also learned the importance of collaborating with a team and managing a project with multidisciplinary members.

Checkout our early development trailer


Contributions

  • UX/UI design - Created and implemented menus and game banners
  • Game & systems design - Conceptualized idea of the game during the Ludum Dare game jam then redesigned to fit the scope of a Steam release
  • Assiting gameplay programmer - Collaborated with my colleague to program the core gameplay loop
  • Project Manager - I documented the various systems in the game on Doxygen and maintained the Jira board during development
  • Being active members in the Unreal Slackers discord server, we found several enthusiastic people willing to help us with voice acting.
    I onboarded them and came up with some lines for the farmer and zombies


Gameplay Design

Simple and straightforward gameplay loop with expandable systems


- Added money system
- Fixed various player blueprint bugs
- Updated shotgun feel
- Onboarded new teammates (3)
- Added money gain sfx & vfx

- Added rough gameplay trailer
- Shop teleport VFX
- Added dynamic recipe UI for buffs


- Added pause menu
- Randomized buffs for completing recipes (movespeed & money)
- Revamped shotgun with realistic spread

- Added brand new shop custom designed and built by @Vilksna
- Added teleport to and from shop through truck
- Added money system when vegetables are thrown into truck
- QOL change so that vegetables dont despawn in the bucket
- Minor bug fixes to recipe system

-Set up Doxygen to support C++ files in Unreal Engine for documentation
-Created Jira board to plan sprints and manage workflow
-Updated game icon

-Revamped the main menu to align with the game's updated theme. The original version had a lighthearted tone, but as we continue to develop the game, we have decided to make it more serious and high-quality
-Improved the game's visuals by modifying the auto exposure settings in the post-process volume, enabling ray tracing support and fine-tuning the sky atmosphere settings to enhance realism

-Created recipe system that generates random recipes for the player to follow and it will be printed in yellow
-It keeps track of what ingredients the player has collected and compares them to the recipe. The current status of the recipe map which is updated every time the player brings back ingredients is shown in red text
-If the player has collected all the ingredients needed for the recipe, the system will update the game accordingly
-This system adds more replayability to the game by creating new recipes for the player to follow each time they play

-Better aim detection system
-Fixed zombie hitboxes
-Zombie health bar widget setup
-Hooked up live vegetable count code to 3d widget

-Added settings menu with functional graphical changes
-Adjusted zombie hitboxes
-Added zombie health system (100 Health)
-Shotgun damage range calculations (100 dmg at 0 range, dmg drop-off for over 50ft)
damage = 100 * (1 - (distance / 50))^2 if distance <= 50
damage = 5 if distance > 50
This formula uses the player's distance from the zombies to calculate the damage dealt, with the maximum damage of 100 being dealt at a distance of 0 feet, and the minimum damage of 5 being dealt at a distance of 50 feet or greater. The damage dealt decreases smoothly as the distance between the player and the zombies increases, following a parabolic curve.

Since the Game Jam’s conclusion, we have implemented several updates such as a deadeye effect, an intuitive ammo and clip system and UI including ammo pickups, ammo hover effects (bobbing and rotating), bucket QOL flip, and improved SFX. We are currently working on improving additional aspects of the game such as adding a tooltip for the grabbing mechanics, re-adjusting hitboxes, implementing day/night cycle, scoring system, zombie hoard system, and player-spawnable crops.

Further development

VZCA was created for the Ludum Dare 52 Game Jam, where it received positive feedback from players.
We are now developing and polishing its features for a Steam release.

4/16/23 Development Update:

- Added money system
- Fixed various player blueprint bugs
- Updated shotgun feel
- Onboarded new teammates (3)
- Added money gain sfx & vfx

3/19/23 Development Update:

- Added rough gameplay trailer
- Shop teleport VFX
- Added dynamic recipe UI for buffs


2/12/23 Development Update:

- Added pause menu
- Randomized buffs for completing recipes (movespeed & money)
- Revamped shotgun with realistic spread
- Added money gain & shop teleport vfx & sfx

2/1/23 Development Update:

- Added brand new shop custom designed and built by @Vilksna
- Added teleport to and from shop through truck
- Added money system when vegetables are thrown into truck
- QOL change so that vegetables dont despawn in the bucket
- Minor bug fixes to recipe system

1/21/23 Development Update:

-Set up Doxygen to support C++ files in Unreal Engine for documentation
-Created Jira board to plan sprints and manage workflow
-Updated game icon

1/19/23 Development Update:

-Revamped the main menu to align with the game's updated theme. The original version had a lighthearted tone, but as we continue to develop the game, we have decided to make it more serious and high-quality
-Improved the game's visuals by modifying the auto exposure settings in the post-process volume, enabling ray tracing support and fine-tuning the sky atmosphere settings to enhance realism

1/18/23 Development Update:

-Created recipe system that generates random recipes for the player to follow and it will be printed in yellow
-It keeps track of what ingredients the player has collected and compares them to the recipe. The current status of the recipe map which is updated every time the player brings back ingredients is shown in red text
-If the player has collected all the ingredients needed for the recipe, the system will update the game accordingly
-This system adds more replayability to the game by creating new recipes for the player to follow each time they play

1/16/23 Development Update:

-Better aim detection system
-Fixed zombie hitboxes
-Zombie health bar widget setup
-Hooked up live vegetable count code to 3d widget

1/15/23 Development Update:

-Added settings menu with functional graphical changes
-Adjusted zombie hitboxes
-Added zombie health system (100 Health)
-Shotgun damage range calculations (100 dmg at 0 range, dmg drop-off for over 50ft)
damage = 100 * (1 - (distance / 50))^2 if distance <= 50
damage = 5 if distance > 50
This formula uses the player's distance from the zombies to calculate the damage dealt, with the maximum damage of 100 being dealt at a distance of 0 feet, and the minimum damage of 5 being dealt at a distance of 50 feet or greater. The damage dealt decreases smoothly as the distance between the player and the zombies increases, following a parabolic curve.

1/11/23 Development Update:

Since the Game Jam’s conclusion, we have implemented several updates such as a deadeye effect, an intuitive ammo and clip system and UI including ammo pickups, ammo hover effects (bobbing and rotating), bucket QOL flip, and improved SFX. We are currently working on improving additional aspects of the game such as adding a tooltip for the grabbing mechanics, re-adjusting hitboxes, implementing day/night cycle, scoring system, zombie hoard system, and player-spawnable crops.