New images and updates of the mini-game inspired on CoD Zombies and L4D

Hello everyone. It's me Antony, back with another Blog during this quarantine phase while the World makes their best to find a (possible) cure for the COVID-19 pandemic. We are now on the first week of March and my classes will be intense after this week.

Before of anything, I'm going to show you in this Blog the new images for the FPS mini-game in its current stage.


I remade the aim reticle with an image with Gimp 2 and an UI Image instead of an UI Text like in the previous images of the mini-game. However, while I was watching the tutorials from Paulo We Make a Game, somehow the script of the reticle to increase or decrease size according to the gun's recoil made the reticle missing and presented me an error. I don't remember the error number nor the description. Probably I'll rewrite it by the tutorial and attach it to the UI and Aim.

Aside from the aim, the Thompson and M1 Garand received two animation clips for firing and reload when the magazine / clip are not fully empty. Prior to the new model of the American SMG being exported from Blender to Unity, I was making the animations for that weapon, but the bullets were coming out in a wrong direction due to the alignment of the weapon, even with the Empty Object for the muzzle and the Weapon Behaviour script for firing, reloading and all the basic information like damage, rate of fire, aim, auto / semiautomatic mode and furthermore. I plan to do the same to the other weapons. As for the bullet shell coming out from the weapon after every shot, William suggested me to make with particle system life for the projectiles. I have to figure out for the M1 Garand's clip after the last round - if it would be made as part of the animation clip or as particle system.

After some scripts and small updates, I came with the idea of including the sounds for the firearms.


In case you're asking what these speakers icons on guns are, they are Audio Source and are important if you plan to add some sound to an object, character, weapon, vehicle, natural effect and others.

The Cube Shotgun received a common shotgun sound of firing and cycling the next shot by its forestock while the others received the firing sounds from some videos I downloaded or recorded with Audacity. Currently the Cube Pistol is the only gun without an Audio Source and a proper pistol sound. I'm not sure I'll use the M1911 firing sound or other WW2 pistols like the Walther P-38, Luger P-08, Tula Tokarev TT-33 or the Enfield Revolver.

After the sounds, I imported from Blender some props I've been working at few days.


I made a simple wooden box, but I'm still using a temporary box made with several cubes in Unity; a gas canister, a Molotov Cocktail and two propane tanks - one based on the American model and one based on the Brazilian model.





Wooden box:



Gas Canister:



American Propane Tank:



Brazilian Propane Tank (probably they might be used for some scene):



Molotov Cocktail:





I know. The propane tank, gas can and the Molotov has been inspired in Left 4 Dead and Half-Life game series. The idea behind them is the player to use anything from the scene to his/her favor to defend himself/herself from the zombies or other hostile NPCs and a well-positioned propane tanks and gas cans can eliminate hordes of zombies when hit by guns. The Molotov, on the other hand, it will receive a grenade script where the player can toss it to the ground and detonate, with the difference of instantly detonating on the ground and creating a puddle of flaming fuel and igniting those in contact with the puddle.


Speaking on the zombies, I included them to the test scene. The model is the same but the textures are different. At the moment I don't have the other models imported to Unity since this one has been a test of exporting the zombie parts joined to create a single object from Blender to Unity. I might keep this idea for the other models, but it would be complicated if I don't have all the materials and textures to the mini-game.

They remain static and without a mesh collider and script to make them walking, running, chasing towards the player, attacking and dying.

Before I can finish this Blog, I'm going to show you a new type of zombies: the Rotten Zombie.






Okay. In case you're wondering, what's the difference between the Normal Zombie and the Rotten, the Normal one still retains some of his/her original appearance before the zombification process with some parts decomposing / devoured, exposing the innards. The Rotten Zombie has some parts of the skin while the rest has been decomposed / devoured, exposing a good part of the bones and innards. In addition, the Rotten Zombie has an ability of releasing a small cloud of disease that could harm the player in proximity.

For this model, I had the idea of adding some bones for the arms, legs and the spine. I could make one for the head, but I decided to make the bone texture on the head. For the arms, body and legs textures, I used a mask to cover a considerable part of those limbs on Gimp 2 as I didn't wanted to remake the UV mapping in case I remove a portion from the mesh. My brother helped me with the texture nodes on Blender to load the mask in the rendered / texture mode. The Rotten Zombie will receive new versions in Blender based on my sketches, but I made a small change on the eyes as one side of the head is exposing the skull. Probably I may bring it back for a different version of it.

To conclude this Blog, one final update. The player's camera was raised to adjust the player's height with some elements of the test scene - in this case the propane tanks. Compared to the new elements, this change has been pretty small but necessary as we (my brother and I) were adjusting the size and height of these elements in the test scene.

I'm still limited to a small list of imported weapons to Unity and they are all attached to the player. Based on Left 4 Dead and CoD Zombie mode, the player could only carry few things: A primary gun (semiautomatic rifle, bolt-action rifle - scoped or not, assault rifle, shotgun, submachine-gun or light machine-gun), a secondary gun (usually a handgun or a melee weapon), a grenade or a Molotov, a first-aid kit or a revive kit (like a defibrillator) and other items (usually in L4D, the other items could be an adrenaline shot or a painkiller capsule). For the LMG, the player could carry and use them, but I'm not sure I plan to make them a 'use wisely' weapon due to its incredible rate of fire and damage but slow to carry, having a great cone of fire and unable to refill their ammo by interacting with the ammo cache, otherwise it would be an OP weapon for the player to carry it in the entire game.

In the future I'll record a video of the project and upload it on TonyAnima Project channel. Although I used my original channel (TonyTorius) when I was working on a small RTS project, I decided not using it anymore due to the changes I made for both channels - with one being exclusive for gaming content and the other for 3D animations, Blender and now Unity. Probably I'll bring the RTS project back to YouTube and show you the changes from the last time I worked on it. And speaking on it, yesterday I had to rewrite the Day/Night Cycle script after learning a small issue that corrupted the script written in Javascript. Probably it was related to the newest version I'm using and made few things in the project made in the previous versions outdated. The remade script has been written in C# to facilitate the things on that project. Few things I managed to made it working like I did a long time.

Well, that's it for today my friends. I hope you enjoy it. I'll be back with more Blogs in this year. I plan to share more artworks and other things I did in my time. Until the time comes, you will be surprised to see it. See you next time.

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