- 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
Just stocked up on our plant-based ammo at the gun shop! Because when the #veganzombies come, we'll be ready to defend our tofu steaks! 🌱🧟♂️ #ZombieApocalypseEats pic.twitter.com/EDF8RzN2rz
— Overwhelming Studios (@OverwhelmingStu) February 2, 2023
-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
We've given our main menu a serious revamp to match the new tone of the game. Get ready for an intense gameplay experience! #UnrealEngine #gamedev #indiegames #indiedev pic.twitter.com/jFaMRFWSB9
— Overwhelming Studios (@OverwhelmingStu) January 19, 2023
-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
Just implemented a new recipe system in our game using #UnrealEngine! Random recipes for players to follow, printed in yellow. Current recipe progress in red. Adds replayability & excitement to the game! #gamedev #indiegames. pic.twitter.com/xUoHwRCCOi
— Overwhelming Studios (@OverwhelmingStu) January 18, 2023
-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.
Due to popular demand, we are continuing the development of our LudumDare game jam submission. Here's our devlog for the latest feature update:
— Overwhelming Studios (@OverwhelmingStu) January 12, 2023
-Dead-eye effect on Middle mouse
-Added intuitive ammo and clip system
-Added ammo pickups#LudumDare52 #UnrealEngine5 #indiegame pic.twitter.com/cC4vPt2xaN