๐ง Devlog #1 โ June 1, 2025
- โ
Simple player movement system implemented

Follow the undead journey, one update at a time.


Next up: ๐ง First "Zombie", ๐ค AI combat behavior,๐ฉธ Basic hit system, ๐ง Basic zombie AI
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. Itโs basic, but itโs movingโฆ and itโs hungry. ๐ง Watching all of it come together adds real momentum to the project โ even if Blenderโs trying to kill me daily.
Next up: ๐ช Melee weapon improvements, ๐ฏ Targeting tweaks, ๐ ๏ธ Inventory, ๐ง Spawning hordes system???
After swapping out the placeholder void for actual weapons, I finally got proper gun models into the scene โ and it changes everything. ๐ซ 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. Itโs 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 gameโฆ and a bit less like a tech demo. ๐ฎ๐ง
Next up: ๐ฏ Shooting system, ๐งโโ๏ธ New Low Poly Zombie Model, ๐ Collectables, ๐ Better inventory system ๐ ๏ธ
The very first particle system is now in โ muzzle flashes, and a hint of smoke. ๐ฅ
Itโs 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 thatโs part of the fun โ
being able to look back and see how far things have come. ๐๐ฅ
In Progress: ๐ฏ Shooting system
Next up: ๐งโโ๏ธ New Low Poly Zombie Model, ๐ Collectables, ๐ Better inventory system ๐ ๏ธ
Needed a break from complex systems, so I added water.
Itโs just a material, but hey โ the zombie "can swim" now ๐ฆ
In Progress: ๐ฏ Shooting system & ๐งโโ๏ธ New Low Poly Zombie Model
Next up: ๐งโโ๏ธ New Low Poly Zombie Model, ๐ Collectables, ๐ Better inventory system ๐ ๏ธ
Big moment โ the first character model is in!
Itโs low poly, clean, and fits the vibe perfectly. This might actually be **the one** ๐ฏ
In Progress: ๐ฏ Shooting system & ๐งโโ๏ธ New Low Poly Zombie Model
Next up: ๐ Collectables, ๐ Better inventory system, ๐ช Character customization ๐
Added a functional Colour Picker for character customization!
You can now change your characterโs 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. ๐จ๐ค
In Progress: ๐งโโ๏ธ Zombie AI improvements & ๐ช Character customization
Next up: ๐ฎ Player movement polish, ๐ Vehicle system basics, ๐ ๏ธ More customization options
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: ๐งโโ๏ธ Zombie AI improvements & ๐ช Character customization
Next up: ๐ฎ Player movement polish, ๐ Vehicle system basics, ๐ ๏ธ More customization options
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 ๐ค๏ธ
Coming up: ๐ฎ Movement tuning, ๐ vehicle system basics, ๐ ๏ธ more customization options
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...
โจ 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.
In Progress: โ๏ธ Better UI system
Coming up: ๐บ Smooth animations, ๐ซ Weapon handling, ๐ฅ๏ธ UI overhaul, ๐ง New 3D models
Weaponsโฆ again: Yes, weโre back at it โ but this time, the system is cleaner, smoother, and just plain better thanks to the post-reboot refactor. Players can now swap weapons seamlessly, and each gun has its own particle effects: muzzle flashes, smoke puffs. ๐จโจ Itโs still simple but finally working on this made me grin โ this is what makes Convoy of the Dead feel alive. ๐ฅ
โจ Fun Fact: During testing, I accidentally fired two weapons at once. Total chaos. It looked ridiculousโฆ and I loved every second. ๐
In Progress: ๐ Polishing weapon switching, ๐ฅ Tuning particle effects
Next up: ๐งโโ๏ธ Zombie... (It will be a while), ๐ฏ Accuracy tweaks, ๐ ๏ธ Inventory integration
Closing the testing chapter: Since July 10, Iโve been rebuilding Convoy of the Dead from scratch. Today, I finally reached the stage where I could fully complete the testing phase in the new, clean project. It felt like going through the tutorial again โ but in exactly the same way as before. Paradoxically, it was both simpler and more challenging: harder to replicate mechanics that existed before on different parameters, yet easier because I had a clear reference point. From today, weโre back on the open waters โ ready to implement new features and explore fresh ideas. ๐
โจ Fun Fact: Rebuilding the same mechanics in a fresh project felt like dรฉjร vu โ like a tutorial replay, but with a twist. Some things were easier, some way trickier than expected! ๐
In Progress: Preparing for new feature implementation ๐
Next up: ๐ง Zombie AI overhaul, ๐ซ Advanced weapon systems, ๐ฎ Player progression mechanics
Weapons meet zombies:
After closing the testing phase, it was time to face the weapon system head-on.
The current setup worked fine for simple raycast shooting, but the moment I tried to think about something else or something as simple as melee attacksโฆ the code started fighting back.
So here I am: deciding between a quick patch or a full rework. Either way, Convoy of the Dead just took its first real step toward diverse combat.
But guns are only half the story โ because zombies finally learned how to fight back. For now itโs a simple wave system: they spawn, they run, they hit, they die. Nothing fancy yet, but for the first time I could actually play a small survival loop โ shoot, survive the wave, reload, repeat. Later this will evolve into a proper roaming AI, ambushes and dynamic encounters, but as a prototype it already feels like a game.
โจ Fun Fact: Coding this was surprisingly easier compared to the weapon inventory system โ getting the equip mechanics to work was downright painful ๐๐๏ธ
In Progress: โ๏ธ Choosing between patch or full rework
Next up: ๐ง Zombie AI overhaul (roaming, smarter pathfinding)
๐ฏ More weapon variety
๐ฉธ First melee combat tests
Guns get louder (and smarter):
After setting up the basics of shooting and zombie waves in the last update,
this week was all about feedback. I finally added control over weapon audio โ not just a sound effect,
but real options: volume and start time. That means each weapon can have more character,
whether itโs a crisp pistol shot or a chaotic burst from an automatic rifle.
I also kept working on recoil and hit feedback. Weapons now feel more distinct, with small pushes to the camera and particles that leave proper impact. Bullet holes received an upgrade too โ low poly style decals that actually fit different surfaces. Theyโre simple, but they do their job well and blend into the environment without looking out of place.
โจ Fun Fact: At one point, setting audio startTime = 0 still played sounds halfway through.
Turns out Unity doesnโt always like when you tell it to start โat zeroโ ๐
Weapon ScriptableObject.
In Progress: ๐ง More flexible sound system (layered weapon sounds)
Next up: ๐ง AI combat sync (zombie hits match animation events)
๐ฏ First melee prototypes
๐ฆ Experimenting with particles that emit light
Stay tuned for the next wave of updates and a new batch of gifs!
Got a question or want to collaborate? Reach out!
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