Devlog โ€“ Convoy of the Dead

Follow the undead journey, one update at a time.

๐Ÿ“Œ Devlog Table of Contents

โญ Key Milestones โ–ผ

๐Ÿ—บ๏ธ Development Roadmap โ–ผ

๐Ÿ› ๏ธ Devlog #12 (Coming Soon)

๐Ÿ”ง Devlog #1 โ€“ June 1, 2025

๐Ÿฆฟ Devlog #2 โ€“ June 2, 2025

๐ŸŽฎโœจ Devlog #3 โ€“ June 7, 2025

Next up: ๐ŸงŸ First "Zombie", ๐Ÿค– AI combat behavior,๐Ÿฉธ Basic hit system, ๐Ÿง  Basic zombie AI

๐Ÿ”ฅ๐ŸงŸโ€โ™‚๏ธ๐Ÿ› ๏ธ Devlog #4 โ€“ June 13, 2025

After wrestling with Blender for days, I finally brought the jump animation to life (ironically, before the undead showed up). The models are temporary, but this is the first time movement in Convoy of the Dead starts to feel grounded. On top of that โ€” the first zombie AI is now shambling across the test map. Itโ€™s basic, but itโ€™s movingโ€ฆ and itโ€™s hungry. ๐ŸงŸ Watching all of it come together adds real momentum to the project โ€” even if Blenderโ€™s trying to kill me daily.

Next up: ๐Ÿช“ Melee weapon improvements, ๐ŸŽฏ Targeting tweaks, ๐Ÿ› ๏ธ Inventory, ๐ŸงŸ Spawning hordes system???

๐Ÿ““๐Ÿงฐ๐ŸŽฎ Devlog #5 โ€“ June 20, 2025

After swapping out the placeholder void for actual weapons, I finally got proper gun models into the scene โ€” and it changes everything. ๐Ÿ”ซ Equipping them now works too: a basic weapon system is in place, letting the player switch gear and feel (a little) more armed and dangerous. Itโ€™s still rough, but the new equip animations already breathe life into the hands of the survivor. Seeing all that snap into place โ€” even at this early stage โ€” makes Convoy of the Dead feel a bit more like a real gameโ€ฆ and a bit less like a tech demo. ๐ŸŽฎ๐ŸงŸ

Next up: ๐ŸŽฏ Shooting system, ๐ŸงŸโ€โ™‚๏ธ New Low Poly Zombie Model, ๐Ÿ’Ž Collectables, ๐ŸŽ’ Better inventory system ๐Ÿ› ๏ธ

๐Ÿ’ฅ๐ŸŽฎ๐Ÿ› ๏ธ Devlog #6 โ€“ June 26, 2025

The very first particle system is now in โ€” muzzle flashes, and a hint of smoke. ๐Ÿ”ฅ
Itโ€™s a small step, but it gives the shooting some much-needed weight and visual punch. Convoy of the Dead just got its first taste of real gunfire.

These visuals will likely change a lot over time, but thatโ€™s part of the fun โ€” being able to look back and see how far things have come. ๐Ÿ“ˆ๐Ÿ’ฅ

In Progress: ๐ŸŽฏ Shooting system
Next up: ๐ŸงŸโ€โ™‚๏ธ New Low Poly Zombie Model, ๐Ÿ’Ž Collectables, ๐ŸŽ’ Better inventory system ๐Ÿ› ๏ธ

๐ŸŒŠ๐Ÿ’งโ›ฒ Devlog #7 โ€“ June 28, 2025

Needed a break from complex systems, so I added water.
Itโ€™s just a material, but hey โ€“ the zombie "can swim" now ๐Ÿ’ฆ water

In Progress: ๐ŸŽฏ Shooting system & ๐ŸงŸโ€โ™‚๏ธ New Low Poly Zombie Model
Next up: ๐ŸงŸโ€โ™‚๏ธ New Low Poly Zombie Model, ๐Ÿ’Ž Collectables, ๐ŸŽ’ Better inventory system ๐Ÿ› ๏ธ

๐Ÿงโ€โ™‚๏ธ๐Ÿงต๐Ÿงข Devlog #8 โ€“ June 29, 2025

Big moment โ€“ the first character model is in!
Itโ€™s low poly, clean, and fits the vibe perfectly. This might actually be **the one** ๐ŸŽฏ character model

In Progress: ๐ŸŽฏ Shooting system & ๐ŸงŸโ€โ™‚๏ธ New Low Poly Zombie Model
Next up: ๐Ÿ’Ž Collectables, ๐ŸŽ’ Better inventory system, ๐Ÿชž Character customization ๐Ÿ‘€

๐ŸŽจโœจ Devlog #9 โ€“ July 2, 2025

Added a functional Colour Picker for character customization!
You can now change your characterโ€™s skin color and see the preview update instantly. The UI works but is still unpolished โ€” this is a testing version to get the basics right. ๐ŸŽจ๐Ÿ‘ค

In Progress: ๐ŸงŸโ€โ™‚๏ธ Zombie AI improvements & ๐Ÿชž Character customization
Next up: ๐ŸŽฎ Player movement polish, ๐Ÿš™ Vehicle system basics, ๐Ÿ› ๏ธ More customization options

๐Ÿ“ฆ๐Ÿ’พ Devlog #9.1 โ€“ July 2, 2025

Improved customization system with future expansion in mind โ€” added support for saving player ID to AppData and refactored the codebase to handle more options smoothly.

In Progress: ๐ŸงŸโ€โ™‚๏ธ Zombie AI improvements & ๐Ÿชž Character customization
Next up: ๐ŸŽฎ Player movement polish, ๐Ÿš™ Vehicle system basics, ๐Ÿ› ๏ธ More customization options

๐Ÿš‚ Devlog #10 โ€“ July 10, 2025

Time for a fresh start: cleaner code and better control. The customization system was rebuilt with flexibility in mind. After a necessary reset, the codebase was cleaned up and restructured to ensure solidity and scalability. Short-term sacrifices were made to achieve long-term stability. Systems are now smoother, sharper, and more future-proof.

In Progress: Getting back on track ๐Ÿ›ค๏ธ
Coming up: ๐ŸŽฎ Movement tuning, ๐Ÿš™ vehicle system basics, ๐Ÿ› ๏ธ more customization options

๐Ÿ•น๏ธ๐Ÿ”˜ Devlog #11 โ€“ July 16, 2025

UI Buttons That Actually Feel Good: This entire interaction system was born from a sudden burst of inspiration while working on the UI - "I NEED BUTTONS!" my gamer instinct called me. If future updates seem delayed... you'll know I'm lost in button-clicking bliss. And so the obsession began...

โœจ Fun Fact: The button system exists purely because I hit a point while designing UI where I suddenly needed proper, tactile buttons. No grand plan - just that visceral "these need to click" moment that wouldn't let go.

๐Ÿ› ๏ธ Technical Breakdown:

  • Dual-state system: Separate flags for audio and animation states
  • 3D Audio: Spatialized sounds that follow button position
  • Smart reset: Buttons return properly even if player walks away mid-press

In Progress: โš™๏ธ Better UI system
Coming up: ๐Ÿ•บ Smooth animations, ๐Ÿ”ซ Weapon handling, ๐Ÿ–ฅ๏ธ UI overhaul, ๐ŸงŠ New 3D models

๐Ÿ› ๏ธ Devlog #11 โ€“ Coming Soon

Stay tuned for the next wave of updates and a new batch of gifs!

Contact & Socials

Got a question or want to collaborate? Reach out!

Twitter/X @ConvoyOfTheDead
Discord https://discord.gg/wXGA3jEV
Email business@convoyofthedead.com