Zombie gameplay in Unreal Engine 5.
So, what I have done.
Player character:
1. Animated player UI when taking damage.
2. If zombie uses a bite, player character will be stunned and unable to move for a short time.
Environment:
1. Level blockaut. A storage destroyed by a zombie apocalypse that had just begun.
2. Flickering lamps.
3. Fire zones. Sound, fx, damage. When player character enters in fire zone, they receive damage. The closer they are to the center, the more damage is applied. With a certain probability, FX can attach to zombies.
Zombie:
1. Locomotion for Zombie. Anim. montages, such as angry growling, eating and attacking. Simple zombie animation, from Mixamo.
2. Configured angular constraints on Physic Asset to ensure proper ragdoll functionality. Finally understand how it works.
3. Sounds. Added accompanying random sounds for different zombie actions: close and distant attacks, receiving damage, death. Patrol state zombie and chasing player, also have their own random sounds. Sounds classic zombie (brown) and big one (all the rest), are different. Footsteps.
4. Zombies are classified into three types.
Classic zombie (brown): It has a standard amount of HP and deals standard damage. It can jump.
Big zombie (wearing clothes): has increased health and deals double damage. Can't jump.
Big, scary zombie: even more health and greater damage.
All zombies have one weak spot: their head.
Braaaain:
1. Zombie has three senses config: sight, damage and hearing.
2. Behavior Tree:
- Calm state: patrol in radius. Return to patrol if main character is killed.
- Sight: zombie detects and chases the target. If close to target, use two types attack - close or ranged. Also remembers last known location of the target and goes there if it loses sight.
- Hearing: detects sounds of gunshots or nearby footsteps. But in this case, I intentionally made the zombies mostly deaf, so they only react when a shot is very close.
- Damage: reacts to hits.
- Navlink: control jump.
YouTube full survival version (1080p):
youtu.be/o_RJKfCRWAM?si=ST9E…
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