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Devlog
Damage Feedback: Ragdoll Deaths and Screen Flash
June 27, 2025
by
JRarrat
The Problem: This week I had to solve two interlinked issues related to player damage feedback. First, our enemies weren't visually responding satisfyingly when they died because they disappeared. Sec...
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Shattering Expectations - Ben Bissett
June 27, 2025
by
iWannaNuhh
"Shattering Expectations" Ben Bissett - 06/26/2025 This week when I began playtesting our game, one major issue stood out to me. The map felt empty, and it felt like the player could not engage with t...
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Sometimes Math is Hard
June 27, 2025
by
Devon Flynn
Author: Devon Flynn Posted on 6/26/2025 This week, my main focus was implementing our Roguelike card system. This system let’s a player choose one of three random cards that will affect their health...
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The Journey to Multiplayer, Part 3 - Joshua Newton
June 26, 2025
by
Josh The Dark
This week, I continued to study multiplayer replication. The actual concepts aren't that difficult for me to follow, but they are difficult to incorporate into an existing project that was not made wi...
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Audio in C++ - Ali Abunada
June 26, 2025
by
aabunada
author: Ali Abunada Audio in games is one of the most important aspects of it. It provides feedback or tension, invoking some sort of response in the player. Of course there's also the fact that games...
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Guns and Ballistics - Ben Bissett
June 21, 2025
by
iWannaNuhh
"Guns and Balistics" Ben Bissett - 06/20/2025 This week I placed a large focus on the weapon systems for the game. The big problem to overcome was, how do we get good variety and enough unique feeling...
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Proper Ragdolling - Ali Abunada
June 21, 2025
by
aabunada
author: Ali Abunada Regarding a lose condition for our game, I thought it best to implement ragdolling for our game. Ragdolling is when the mesh suddenly seems to lose all control and goes limp, howev...
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Wave Based Spawning and Spawner Management
June 21, 2025
by
JRarrat
by Jordan Rarrat Part 1: The Problem This week, one of my main tasks was refining enemy AI behavior. I decided on using Set Focus from AIController so that the enemy can consistently stay locked onto...
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The Journey to Multiplayer, Part 2 - Joshua Newton
June 20, 2025
by
Josh The Dark
Joshua Newton 06/20/2025 This past week, I've been completely focused on getting multiplayer to work. I spent a lot of time trying to fix the implementation I had completed the previous week, but afte...
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Pause Menu Doubling
June 20, 2025
by
Devon Flynn
Author: Devon Flynn Posted on 6/20/2025 This week when we were implementing our new pause menu, we noticed a major issue with the resume button. The first time that the menu was opened in the level, p...
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Camera Collision against Walls
June 14, 2025
by
aabunada
author: Ali Abunada The last thing you want to see in a game is a cheater; unless it's yourself of course. Working on this first sprint from scratch as a blank project meant I had to relearn the funda...
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Putting the DUH in HUD
June 14, 2025
by
Devon Flynn
Author: Devon Flynn Posted on 6/13/2025 The Problem: This week, I set my focus on making a clean player HUD layout and getting it linked to the player’s viewport. After spending quite a bit of time...
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Input, Sounds, Guns and Collision - Ben Bissett
June 14, 2025
by
iWannaNuhh
Benjamin Bissett 06/13/2025 This week, my primary objective was to implement core features for a testing map in a third-person shooter. I began by setting up an input mapping context with 15 input act...
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AI Collision and Decorator behavior problems
June 14, 2025
by
JRarrat
Author: Jordan Rarrat Posted on: 06/13/2025 Part 1: The Problem This week I ran into a critical issue with our enemy AI’s melee attack system. I had set up a collision box on the enemy character mea...
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The Journey to Multiplayer - Joshua Newton
June 13, 2025
by
Josh The Dark
Joshua Newton 06/13/2025 My primary focus in this opening week of developing Zombats is to research how to integrate our game with Steam for multiplayer functionality. This poses some interesting chal...
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