RIZN takes place in a post-apocalyptic world where the R1Z-N virus has turned the entire population into the walking dead. You'll take control of a character recently bitten and infected with this plague and must shoot your way through large hordes of the undead in an effort to survive.
Along the way, you'll need to craft injections to stave off infection long enough to locate and use research stations to find a cure. With a heavy focus on cartoon gore and a thin veil of comic relief, RIZN relies heavily on the physics engine to create crazy and exaggerated results for headshots, explosions, and more.
I'm excited to be back working on my zombie shooter after having taken a short break to focus on updating some projects for my freelance portfolio. One of the few remaining large features left to implement is zombie attacks, so I decided to start there given that I'd already done a fair amount of testing ideas in this area in the past. The video below shows the progress that I made earlier this year:
This work was done back in February but, given that zombie attacks weren't a priority at the time, I set it aside once I had the concept tested enough to be confident it'd work the way I hoped. This week I began making this concept work with gameplay.
There's a grapple attacks for both from the front and from behind, and the correct animation set is chosen based on the zombie's position relative to the player. I've created a secondary camera for the attack sequence as well, which has its own custom canvas used as a prompt that instructs the player to hammer the F key to save their backside. I'm also leveraging the in-game desaturation shader to fade out the colors (except blood) in sync with the animation's progress for effect.
This all comes together as depicted in the video above, and while I feel there's quite a bit of room to add some polish and additional graphic novel elements, I'm pretty happy with how this turned out; especially considering this is the most complex of all the zombie attacks. I'll be spending time this week getting more generic attacks working as well and hope to have a more complete video to show by this weekend.
This article covers the process of building a custom real-time occlusion culling system for the zombies in RIZN.
With level generation now working alongside all other game mechanics, I'm one big step closer to having a full gameplay loop in my zombie shooter.
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