ROLE
Independent
DESCRIPTION
Third person shooter wave control game. Heavily inspired by Resident Evil 4 and its annoying suitcase, which will be one of your main companions, but also main enemies in this game...
Try to survive as long as you can!
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Systems Implemented


All weapons are script based, defining audios to be used, damage, crosshair images, recoil, clip capacities, attack rate, etc.

Check the durability of your melee weapons, the bullets in your gun's clip and how much ammo you have left in store.

No need to go to your inventory and pause your experience while fighting hordes of zombies.


All the instancing is done when starting the game, so spawning enemies won't affect performance.

Also when surpassing certain force threshold, enemies will enter in Ragdoll Mode and then after a few seconds stand up again.


Items use a 2D space, we can rotate and use all functions from our different items while having to make space for future reward items.
A simple heuristic for adding new items and auto sorting the inventory was developed.

Different items have different options and descriptions, which will be shown when hovering over.

Everything is set between ranges, so we give each round randomness to make each run a different challenge.

Use your time wisely to equip yourself the best you can, so you can survive... at least a bit longer.

This is used to give more tension and unexpectedness to the run, so we can have all runs be different challenges.

Also when in critical health, a different and heavier post processing will be used to give the player even more tension.

Different play modes could be added to this section too, such as infinite ammo, only melee weapons, etc.



All weapons are script based, defining audios to be used, damage, crosshair images, recoil, clip capacities, attack rate, etc.

Check the durability of your melee weapons, the bullets in your gun's clip and how much ammo you have left in store.

No need to go to your inventory and pause your experience while fighting hordes of zombies.


All the instancing is done when starting the game, so spawning enemies won't affect performance.

Also when surpassing certain force threshold, enemies will enter in Ragdoll Mode and then after a few seconds stand up again.


Items use a 2D space, we can rotate and use all functions from our different items while having to make space for future reward items.
A simple heuristic for adding new items and auto sorting the inventory was developed.

Different items have different options and descriptions, which will be shown when hovering over.

Everything is set between ranges, so we give each round randomness to make each run a different challenge.

Use your time wisely to equip yourself the best you can, so you can survive... at least a bit longer.

This is used to give more tension and unexpectedness to the run, so we can have all runs be different challenges.

Also when in critical health, a different and heavier post processing will be used to give the player even more tension.

Different play modes could be added to this section too, such as infinite ammo, only melee weapons, etc.

Design
01
Creating Tension:
Creating tension was on of the main goals of this project. To achieve this and immerse our players into the game we payed attention and implemented the following:
02
Replayability
Aiming for high replayability is a goal seen in many recent games.
Making all rewards, enemies spawned, damage and sound effect to have randomized values helps developing irrepetible experiences, giving more replayability power.
Creepy Random Sound Effects
Sound effects are played at random from a list of different audio clips, thus giving more realism and unexpectedness.








