Gameplay Programmer
Summary
In this fast paced 1v1 you play two zombified outlaws roaming the american prairie in the 19th century, always on the look out to infest other humans and make them your minions. But it's not about who can build the bigger army, it's about coquering one of the three brains scattered in the open area. You have to be as ruthless as the desert to become the most wanted outlaw EVER!
Project Specifics
Team size: 6 people
Project Time: SEP 2024 - FEB 2025
​Roles: Game Programmer, Project Manager, Game Designer
​Tools: Unity, Rider, Miro, Trello
Prototype
We needed a good logic for the player horde and a split screen.
The horde functionality was more AI heavy than I initially thought, so I needed to polish the movement and make it more realistic in the further steps but for now it showed me the prove of fun which was: gathering a bigger horde.
Unity Editor Scripting
Because I had different types of players in my game, and they all had multiple radii for attacking, running away, moving to objects, etc. I wanted to make it clear which gizmos were for which radius in the inspector - so I gave them a specific color.
VFX Graph
This is a new feature of unity I wanted to try out which worked really well and fitting to the art style we have.
AI Movement
Because the game is local PvP and there are several hordes of zombies controlled by a main zombie. So I had rules about when to attack, when to move with the main zombie, when to avoid running into objects and so on.
Local Multiplayer Component

Player Registry Manager

Local Multiplayer
This time I wanted to learn more about the struggles of local multiplayer with full controller support.
Working with the new input system in Unity and its local multiplayer support was really crucial for both the multiplayer and controller aspects.
I would say that was also the part where I learned the most - finding out what it had to offer and how to use it.

My Teamwork
Some of the people I worked with I already knew, some I worked with a bit longer ago and some I never worked with - so that was really interesting for me to deal with.
We all a vision of our game so we needed to make sure that we talk a lot to keep out vision clear for everyone.
About the Project
"A lot of mechanics will get you nowhere unless you (as the player) can use them in a different strategic way"
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So we made a multiplayer game this time, and we quickly realised that the game gets boring if there is one main strategy that a player can follow, making the game decisionless.​