KIT 507 Zombie Maze Week 9


KIT507 - Game Design and Production - Master of Information Technology Systems - University of Tasmania

Zombie Maze Main PageZombie Maze MTP Main

Developers:

                           - CHENGRUI ZHAO (MARK) 459793                            

                           - HOANG THONG PHAM (THOMAS) 487032                           

                            - XIANGNING YAN (PEARL) 226805

WEEK 9 - Alpha Prototype

Welcome to our Zombie Maze made by MTP!

We are MTP (Mark, Thomas and Pearl) who made a video game for teenager audience to enjoy. 

In this dev post, we will talk about how we started the project with Alpha Prototype. Our team consisted of 3 people which separated to  do different parts: Mark and Pearl manually build the map; and  Thomas added another weapon with fixing part of the script and create a simple Main Menu UI

MARK & PEARL - Map Design

Assets used

Unity Asset Store - Polygon City Package

Unity Asset Store - Low Poly Street Package

Unity Asset Store - Low Poly Props Back

Unity how to wall Block

https://img.itch.zone/aW1nLzI1ODYyMjgucG5n/original/2%2BPGGw.png

Image 1: Map made from draft stretch

On this week, Mark and Pearl worked together to get the map design done. After they finalised the draft and had install necessary assets to build the map the week before, they started to make the map which looked like in image 1. The map consisted of roads, indoor items, trees, doors. buildings etc. The map was designed like above because MTP not only wanted to make it look like a conceptual maze but also make it felt lively with real world items such as chairs, trees, bed etc. 

Image 2: Add a player to play throughout map

In order to let themselves to test the map conflicts and bugs. Pearl created a simple a player control as third person perceptive. This third person controller was for the purpose to test the height of the object around, whether if the player can pass through buildings without conflict of the ground or get stuck into an object. At this moment, there were notes from Pearl and Mark:

  1. Because it is difficult to open a door on the wall, the house in the area was replaced with a square-like place
  2. Add minimap
  3. Add a player to the map. Players can control the movement of characters through the keyboard
  4. Add fences and add colliders to the fence so that characters can only move within the map

The video of testing the map:

THOMAS - Add another weapon and Create a Menu UI

Image 3: Overview of Thomas's Part

In the week before, Thomas added handgun model as well as applied weapon stats to the handgun and the sub-machine gun. In addition, Thomas added the HUD for ammo count and health bar.  In this week, Thomas added another weapons model using the same steps in the week before. This time was an shotgun.


Image 4: Shotgun Model


Image 5: new weapon added in the resources

This shotgun had an unique weapon stats after added to the scene: damage is high BUT it has slow rate of fire, supposed longer reloading speed, recoil is higher than sub-machine gun, accuracy is worst than then handgun and sub-machine gun and aiming speed is quite slow and have very rare ammunition resource. It could be acted as powerful weapon at close range.  


Image 6: Inventory script addition


Image 7: Gun inventory stat

Additionally, Thomas added an additional slot for the shotgun. Without the change of script, the gun still could be used in game; however it could cause bug and weapon change wouldn't work properly. Thus the change in the currentGunCounter was made in the Inventory script to increase the number of weapons that the players can possess. Also, the scene would recognise new item through the Gun Inventory stats which not only to add weapon but also to update the weapon hud sprite to let player know this gun.


Image 8: Game Menu UI

In addition, Thomas added an Menu UI which were acted at start menu game. This was just empty UI without script to change scene to play main game as the project had not combined at this week. 

Video shown the Thomas's work:

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