Quick little tip to create some variation With the zombies specifically, add a pitch randomizer so it adjusts the pitch say anywehere from .9 to 1.1 when the sound is produced. This prevents all the sombies from sounding like the same person.
I'm using this tip in my game so I'll leave one in exchange. If you want a quick way of testing UI buttons you can set up one button and just swap out the method like this, [SerializeField] Button button;
void Start() { button.onClick.AddListener( () => ThingToDoOnButtonPress() ); } void ThingToDoOnButtonPress(){} also the code I'm using for the above tip looks like this AudioSource audio; void Start() { audio = GetComponent(); RandomAudioPitch(); } void RandomAudioPitch() { if(audio != null) { audio.pitch = Random.Range(.9f, 1.1f); } }
you could also change the speed of the voice lines to make them last slightly different length in case they overlap it wont echo. also i think if you get a headshot you should made the blood splatter bigger player feedback for in game actions directly leads to engagement time.
OBrooks, you have no idea how invested I’ve been with the development of blood rot. I check weekly to see if you have new dev vlogs or a release date posted on steam. Keep up the good work and stay motivated dude, I’ll be playing on day one man
an idea for making the building interiors more audibly interesting is maybe adding some whistling/different tones of wind to the windows and holes in the wall. Another interesting audio thing you could do is add a slight bit of muffling and/or light ringing after shooting long strings of fire or larger caliber weapons. So with the smg, it would slowly start to fade in after about 5 shots and get progressively more intense as you shoot. And then with the anti-tank rifle, just have an immediate effect. Guns are *really* loud in real life, so it would just add a bit of realism. Though for the game, it'd make more sense if it was just a slight effect.
I have always wanted a ww1 cod zombies game, so thanks for making this game. I will definitely wishlist and buy it when it comes out. Also it would be awesome to see a airship as like mabay a powerup that does an aerail bombardment. And one more think it would be nice to see zombies in uniforms of the other countries
Glad to see you're continuing work on the game! Speaking from experience it's hard to work on a project for so long and not succumb to burnout. What you're doing is very imoressive and I can't wait for Blood Rot to be released
Wishlisted on Steam and cant wait to play this! I discovered your channel 1-2 years ago, and I've been waiting for every new video ever since. Great work so far. Can't wait for the next one. Just an idea or 2. -- For Audio inside buildings; make it so that some of the sounds echo if the building is open like in the church, and muffled if the building is closed and intact, like inside a bunker for example. -- For Audio Outside. maybe add a slight Echo for the gunshot? Especially for the anti tank gun. you should really feel that shot afterward. -- For the Network setup. I've no Idea how difficult this is. But please try adding LAN. I can already see me and my friends doing LAN parties with this game. (Yes, we still do LAN parties)
Nice ideas! I added some gunshot tails but I think since you and others have pointed out the lack of echo, I ended up making them too quiet - thanks for the feedback! I'm currently testing out and evaluating Unity's new multiplayer SDK and so far it's working really well. As for LAN, I plan to implement it so that singleplayer can be played fully offline (singleplayer will just be a 1 person LAN server). The new SDK makes it easy to switch between LAN and online, so LAN co-op support is definitely happening. Bring on the LAN parties!!
I quite love seeing ambitious people chase their dreams. To be passionate about something you truly believe in & to make something of it instead of delaying it in the back of your mind. We all benefit from this I believe, and I'll definitely give your art a shot mate, cheers.
This content is really inspiring to me. I’m a student at the moment doing computer science at uni and I’m super into blender and starting to get in to game dev. I would love to work my way up to what you have achieved with developing this game so far. Can’t wait to play it, it looks amazing!!
1:32 the zombies run past you and into the crowd it would make the game a lot better if they went straight for you and you might have to kill them with a bayonet and if you didn't kill them they would run into the crowd your kewl
I am also currently developing a Zombie game and I really respect that you have the resolve to finally create a Zombie Game during WW1. It will turn out awesome ! :)
Looks (and sounds) fantastic! One thing you can do is include some occasional procedural artillery explosions, tracers, and smoke plumes in the distance to help supplement the ambience. You can use them to help create some tension whenever waves of zombies are spawning in, as a bit of a cue for the player to get ready. Along with some gentle screen shake, they can add to the feeling of being on a battlefield. It'll also help add some tension when they stop for a little bit so the player can explore or have a breather. If you have music, those breather periods are a good time to bring in some string instruments or synths with longgggg sustained notes.
I think an interesting addition would be the assult on Fort Osowiec in 1915 "Battle of the dead men" as it would not only be a change of scenery and perspective, but also of historical value.
just read up on that and it sounded... terrifying. definitely a spooky forest with gasses to simulate the attack, with the main building being the fortress itself - a haunting reminder of russia's hold on slavic countries.
If the game takes place in 1918 the Pickelhauben are out of place on the German soldier zombies. Those helmets were a feature of the early war and were then phased out in favour of the steel helmets the other zombies are wearing.
This is looking so good! I love your solution to the room thresholds, very cool, feels pretty elegant! I wonder if you could use those values to also drive some kind of cheap approximate occlusion for sounds like footsteps and zombie screams (which sounds great) as well as the ambient noises themselves, so it doesn't just scale their intensity but also modulates their spread and pitch etc. Also, heads up, if you have a full blendtree for walking, and you have audio events for the footsteps on any of the animation clips like you mentioned, the blendtree will play ALL the audio events for all the clips that have them in the blendtree regardless of where the blend falls value wise, so it might make sense to just have the events on one of the locomotion animations in the blendtree, and just make sure the footfalls in all the clips are on the same frame. It's kind of a frustrating limitation. Side note, I feel like surprisingly one of the things that sort of ties the shooting feel together is a crosshair that shows recoil, I don't think you have accumulating recoil in your game right? But at least some amount of pulsing the distance between the ticks on the crosshair to the screen center when you fire will make that hip firing feel that much more punchy. I think it's also noticeably static compared to the really nice feeling movement in the rest of your shooting setup from the anims to the nice and tight camera recoil. I've had a ton of fun watching this come together, can't wait to see where it goes next! This is looking so slick and it gets more and more excellent every time you release updates on it. Can't wait to buy it an play!
Thank you for your comment and suggestions, and the heads up about the blendtree - I didn't know that! Now that the Animancer asset supports animation rigging, I will probably move things over to use that, so hopefully there's a solution to be found there. I'll probably update the crosshair because I agree that it being static feels disconnected from the rest of it
@@obrooks Animancer looks so cool but I've never tried it! I'm still stuck in my ways of using FinalIK and Puppetmaster so I'll definitely be looking forward to hearing about your findings with that! Keep up the amazing work!
Been looking forward to an update on the progress bro, added to wishlist.. cannot wait to play this game.. even if this takes years and years ill be waiting ;)
Being a 15 year old that has been doing game programming for about 2 and a half years, seeing this gives me hope on how much I will improve in the future
WE NEED A DEMO, am a game dev my self, and i am super excited about this, i clicked the store page link and i found out that i hv already wishlisted it months ago, i wanna play the game man
Just a few idea to consider: Maybe you could add a animation where the zombies charge the trenches instead of them spawning normally. I could understand if this is to hard but it would be a lot more cinematic if you could add this Also you could add a more realistic head bob system IF you want the game to look more realistic. Beside this you could also add a bloody screen to represent how much damage your taking. The bloodier it gets the more screwed you are. Also you could add random bombing events that happen around your map. It doesn’t have to be anything more but would really sell the world war environment. You could also add a ringing sound after bombs land and if you shoot your gun for too long. Just a few ideas that I came up with. You don’t have to use them and I could imagine how hard it is to developed a game so well done man 👌
4:00 I've also realised that animation lengths should be actual game state and not considered part of the "view". It makes more sense when you imagine trying to play your game with no graphics/view. You still need the reload duration to be respected even if no animation exists.
I have a nearly identical same system for animation events in scriptable objects lol, it really does feel better to use for some reason, I love unnecessary systems! Great video like always dude!
Thanks! I tried using the Animancer asset but at the time it didn't support the Animation Rigging package, but I think it does nowadays - so maybe I'll have yet another animation system come the next video 😂
Speaking as an American gun nut here: Watch videos. Almost every gun in the world has been shot on camera. Firing a gun should have a certain feel to it. I see a Tankgewehr 1918 in there. That gun should feel clunky, rough and absolutely *powerful* Lots of reverb around the battlefield, the heavy boom as it's round leaves the barrel and tears apart flesh. Right now it sounds like a hammer on a wooden barrel, doesn't feel like an anti-tank rifle. Love seeing WW1 be utilized for this it's very underrepresented in horror. I will be waiting eagerly to play it. Thank you for gracing us with this gem
Normally a church or tall tower would be the first thing artillery would destroy in the Great War. It could be used for observation by the enemy so this would make sense. Maybe at the start of the game the tower could be hit with artillery and collapses or something like a cutscene you can move in. It would also be pretty good for lore if you’re interested in that. But this is mainly for a historical standpoint and as a WW1 buff I think it would be interesting.
you should add a story to explain how you got in this situation, maybe like the forest did with a cutscene. Also, you should add a pause menu which you can access settings, main menu, resume, exit. This is probably what you intended to do, if it isn't then i am interested in how this game turns out! Goodluck!
Because u said u wanna make something that people asctually wanna play, here's a little tip: In all games I play, I really care about details like easter eggs, the guns being realistic (i.e. partial reloads) etc. If u get the guns right, your game is already a ton better than fallout / COD Vanguard
For the background, I’d love for you to do something similar to amnesia the bunker, having things like bombs going off near the player outside the map to show that you’re still in the battle. Rather than the battle sounding very distant
From what I've seen this looks as good as a AAA game, and if I know anything from my time playing indie games, this game is gonna keep me more occupied than CoD Zombies (BO2 and BO3) does when it releases. Edit: I'm a big fan of environmental story telling in games like this, so maybe some little story elements scattered throughout the map, so possibly some hints as to the cause of the outbreaks scattered throughout the map, like a lab of some sort or something.
Sounds awesome. Unrelated but would be kind of cool with the raging battlefield idea. You could maybe have a radio somewhere that lets you call into a mortar squad thats off screen and they could drop mortars in a place where the player points to. Also when people die and if they respawn next round it would be like reinforcements making their way to the battle.
Can you add an easter egg where the zombie Models return to green beans with pickelhauben? I already suggested this once and you replied but im not sure if you want to do do it so this is a little reminder for you :)
I think a cool addition would be different zombie types like some zombies can only get damaged from headshot normal zombies are the zombies right now, but other types would be sick!
Quick little tip to create some variation
With the zombies specifically, add a pitch randomizer so it adjusts the pitch say anywehere from .9 to 1.1 when the sound is produced. This prevents all the sombies from sounding like the same person.
I'm using this tip in my game so I'll leave one in exchange. If you want a quick way of testing UI buttons you can set up one button and just swap out the method like this,
[SerializeField] Button button;
void Start()
{
button.onClick.AddListener( () => ThingToDoOnButtonPress() );
}
void ThingToDoOnButtonPress(){}
also the code I'm using for the above tip looks like this
AudioSource audio;
void Start()
{
audio = GetComponent();
RandomAudioPitch();
}
void RandomAudioPitch()
{
if(audio != null)
{
audio.pitch = Random.Range(.9f, 1.1f);
}
}
Nice trick! I remember devs using it all the way back, even in Postal 2
This! also woud be cool with a very slight variation to the reload sound, in the clip at the end it felt a bit repetitive
you could also change the speed of the voice lines to make them last slightly different length in case they overlap it wont echo. also i think if you get a headshot you should made the blood splatter bigger player feedback for in game actions directly leads to engagement time.
@@МихаилЗаряцкий no real Devs use many different sounds no just one
"When I say I'm going to deliver, I fucking deliver". That you do!! 💪
OBrooks, you have no idea how invested I’ve been with the development of blood rot. I check weekly to see if you have new dev vlogs or a release date posted on steam. Keep up the good work and stay motivated dude, I’ll be playing on day one man
Thank you for the kind words!
This is by far the game I'm most excited about and I don't usually buy games if they're more than $10 but if this costs more I'm still buying.
frfr death to corpos
You can buy a used ps3 or ps4 slim for under $100 and all the games used are really cheap
Sure you are
an idea for making the building interiors more audibly interesting is maybe adding some whistling/different tones of wind to the windows and holes in the wall. Another interesting audio thing you could do is add a slight bit of muffling and/or light ringing after shooting long strings of fire or larger caliber weapons. So with the smg, it would slowly start to fade in after about 5 shots and get progressively more intense as you shoot. And then with the anti-tank rifle, just have an immediate effect. Guns are *really* loud in real life, so it would just add a bit of realism. Though for the game, it'd make more sense if it was just a slight effect.
Interesting ideas!
@@obrooks is this going to be free?
Obrooks uploaded, happiness restored
Nice!
The Obrooks upload the more I'm inspired to make a game.
THIS is what I've been looking for. A 'zombies' game that isn't over the top with neon effect bloat. Man, I'm looking forward to it!
We must stand strong, fellow neon hater!
I have always wanted a ww1 cod zombies game, so thanks for making this game. I will definitely wishlist and buy it when it comes out. Also it would be awesome to see a airship as like mabay a powerup that does an aerail bombardment. And one more think it would be nice to see zombies in uniforms of the other countries
Glad to see you're continuing work on the game! Speaking from experience it's hard to work on a project for so long and not succumb to burnout. What you're doing is very imoressive and I can't wait for Blood Rot to be released
Thanks
Excited to see more of this come together!
Love your content ❤️❤️❤️
Wishlisted on Steam and cant wait to play this! I discovered your channel 1-2 years ago, and I've been waiting for every new video ever since. Great work so far. Can't wait for the next one.
Just an idea or 2.
-- For Audio inside buildings; make it so that some of the sounds echo if the building is open like in the church, and muffled if the building is closed and intact, like inside a bunker for example.
-- For Audio Outside. maybe add a slight Echo for the gunshot? Especially for the anti tank gun. you should really feel that shot afterward.
-- For the Network setup. I've no Idea how difficult this is. But please try adding LAN. I can already see me and my friends doing LAN parties with this game. (Yes, we still do LAN parties)
Nice ideas! I added some gunshot tails but I think since you and others have pointed out the lack of echo, I ended up making them too quiet - thanks for the feedback!
I'm currently testing out and evaluating Unity's new multiplayer SDK and so far it's working really well. As for LAN, I plan to implement it so that singleplayer can be played fully offline (singleplayer will just be a 1 person LAN server). The new SDK makes it easy to switch between LAN and online, so LAN co-op support is definitely happening. Bring on the LAN parties!!
Great work! starting to be exciting
Nice work dude cant wait to play!
I quite love seeing ambitious people chase their dreams. To be passionate about something you truly believe in & to make something of it instead of delaying it in the back of your mind.
We all benefit from this I believe, and I'll definitely give your art a shot mate, cheers.
Nice I’ve been waiting for this! Great work
This content is really inspiring to me. I’m a student at the moment doing computer science at uni and I’m super into blender and starting to get in to game dev. I would love to work my way up to what you have achieved with developing this game so far. Can’t wait to play it, it looks amazing!!
1:32 the zombies run past you and into the crowd it would make the game a lot better if they went straight for you and you might have to kill them with a bayonet and if you didn't kill them they would run into the crowd your kewl
You and I used the exact same Ambient gun noises for our games lol, love your game so far!
Love seeing the annual obrooks video in my recommended
we got a new obrooks video before GTA 6 💀
I am also currently developing a Zombie game and I really respect that you have the resolve to finally create a Zombie Game during WW1. It will turn out awesome ! :)
also! Your idea for a timed sequence thing is really cool, never thought about doing it that way tbh
0:07 i like that metal scream. Great work!
I loved this video so much! You're an amazing game dev!
bro this is crazy i watched your video year ago and now you publishing this game on steam! big congratulations it looks great
You 100% have something with this game, please don't give up.
Looks (and sounds) fantastic! One thing you can do is include some occasional procedural artillery explosions, tracers, and smoke plumes in the distance to help supplement the ambience. You can use them to help create some tension whenever waves of zombies are spawning in, as a bit of a cue for the player to get ready. Along with some gentle screen shake, they can add to the feeling of being on a battlefield. It'll also help add some tension when they stop for a little bit so the player can explore or have a breather. If you have music, those breather periods are a good time to bring in some string instruments or synths with longgggg sustained notes.
This is probably the most enjoyable indie game I will be playing! I love the audio design man 🔥 Wish I had those skills!
I think an interesting addition would be the assult on Fort Osowiec in 1915 "Battle of the dead men" as it would not only be a change of scenery and perspective, but also of historical value.
just read up on that and it sounded... terrifying. definitely a spooky forest with gasses to simulate the attack, with the main building being the fortress itself - a haunting reminder of russia's hold on slavic countries.
I’m not very much of a zombie game player, but I will absolutely keep watching to support a project others will surely enjoy.
So excited for this game.
yoo the legend is back
You should add a random amount of pitch to each sound so they don’t sound repetitive
Bro finally new content
LESSGOOOOOOO NEW DEVLOGGGGGG!!!!
broo i need this game please dont stop!
If the game takes place in 1918 the Pickelhauben are out of place on the German soldier zombies. Those helmets were a feature of the early war and were then phased out in favour of the steel helmets the other zombies are wearing.
This is looking so good! I love your solution to the room thresholds, very cool, feels pretty elegant! I wonder if you could use those values to also drive some kind of cheap approximate occlusion for sounds like footsteps and zombie screams (which sounds great) as well as the ambient noises themselves, so it doesn't just scale their intensity but also modulates their spread and pitch etc.
Also, heads up, if you have a full blendtree for walking, and you have audio events for the footsteps on any of the animation clips like you mentioned, the blendtree will play ALL the audio events for all the clips that have them in the blendtree regardless of where the blend falls value wise, so it might make sense to just have the events on one of the locomotion animations in the blendtree, and just make sure the footfalls in all the clips are on the same frame. It's kind of a frustrating limitation.
Side note, I feel like surprisingly one of the things that sort of ties the shooting feel together is a crosshair that shows recoil, I don't think you have accumulating recoil in your game right? But at least some amount of pulsing the distance between the ticks on the crosshair to the screen center when you fire will make that hip firing feel that much more punchy. I think it's also noticeably static compared to the really nice feeling movement in the rest of your shooting setup from the anims to the nice and tight camera recoil.
I've had a ton of fun watching this come together, can't wait to see where it goes next! This is looking so slick and it gets more and more excellent every time you release updates on it. Can't wait to buy it an play!
Thank you for your comment and suggestions, and the heads up about the blendtree - I didn't know that! Now that the Animancer asset supports animation rigging, I will probably move things over to use that, so hopefully there's a solution to be found there.
I'll probably update the crosshair because I agree that it being static feels disconnected from the rest of it
@@obrooks Animancer looks so cool but I've never tried it! I'm still stuck in my ways of using FinalIK and Puppetmaster so I'll definitely be looking forward to hearing about your findings with that! Keep up the amazing work!
I believe in you! Don't doubt yourself you got this man.
Oh hey, you're still alive.
man I literally went back and watched your old videos the other day because I was wondering when a new vid was coming 😂
Been looking forward to an update on the progress bro, added to wishlist.. cannot wait to play this game.. even if this takes years and years ill be waiting ;)
thanks!!
Being a 15 year old that has been doing game programming for about 2 and a half years, seeing this gives me hope on how much I will improve in the future
WE NEED A DEMO, am a game dev my self, and i am super excited about this, i clicked the store page link and i found out that i hv already wishlisted it months ago, i wanna play the game man
Woah, you finally added sounds? let's go!
Just a few idea to consider:
Maybe you could add a animation where the zombies charge the trenches instead of them spawning normally. I could understand if this is to hard but it would be a lot more cinematic if you could add this
Also you could add a more realistic head bob system IF you want the game to look more realistic. Beside this you could also add a bloody screen to represent how much damage your taking. The bloodier it gets the more screwed you are.
Also you could add random bombing events that happen around your map. It doesn’t have to be anything more but would really sell the world war environment. You could also add a ringing sound after bombs land and if you shoot your gun for too long.
Just a few ideas that I came up with. You don’t have to use them and I could imagine how hard it is to developed a game so well done man 👌
The networking overhaul 💀
9:34 All I keep hearing is Korn
Wishlisted and Tweeted, i am going to get this no way out for us now!
cool game
Can't wait to play this dude and as for suggestions you should add the Webley Revolver, Lewis gun and the Infanterie-Gewehr 71. ❤
hes back
4:00 I've also realised that animation lengths should be actual game state and not considered part of the "view". It makes more sense when you imagine trying to play your game with no graphics/view. You still need the reload duration to be respected even if no animation exists.
LETS GO HE UPLOADED!
The game looks crazy good!!!!
devlog day is a good day
Long time no see!
I have a nearly identical same system for animation events in scriptable objects lol, it really does feel better to use for some reason, I love unnecessary systems!
Great video like always dude!
Thanks! I tried using the Animancer asset but at the time it didn't support the Animation Rigging package, but I think it does nowadays - so maybe I'll have yet another animation system come the next video 😂
@@obrooks I love rewriting systems 🙃
Speaking as an American gun nut here: Watch videos. Almost every gun in the world has been shot on camera. Firing a gun should have a certain feel to it. I see a Tankgewehr 1918 in there. That gun should feel clunky, rough and absolutely *powerful* Lots of reverb around the battlefield, the heavy boom as it's round leaves the barrel and tears apart flesh. Right now it sounds like a hammer on a wooden barrel, doesn't feel like an anti-tank rifle. Love seeing WW1 be utilized for this it's very underrepresented in horror. I will be waiting eagerly to play it. Thank you for gracing us with this gem
Normally a church or tall tower would be the first thing artillery would destroy in the Great War. It could be used for observation by the enemy so this would make sense. Maybe at the start of the game the tower could be hit with artillery and collapses
or something like a cutscene you can move in. It would also be pretty good for lore if you’re interested in that. But this is mainly for a historical standpoint and as a WW1 buff I think it would be interesting.
That "BIG MAC BIG MAC" took me off LOL
you should add camera shake when shooting guns
This is awesome! Absolutely can't wait for the alpha to be released It's been on my wishlist for like 247 years (also lemme eyp 😭🙏🏽)
you should add a story to explain how you got in this situation, maybe like the forest did with a cutscene. Also, you should add a pause menu which you can access settings, main menu, resume, exit. This is probably what you intended to do, if it isn't then i am interested in how this game turns out! Goodluck!
Hope I can by it soon!
Because u said u wanna make something that people asctually wanna play, here's a little tip: In all games I play, I really care about details like easter eggs, the guns being realistic (i.e. partial reloads) etc. If u get the guns right, your game is already a ton better than fallout / COD Vanguard
can't wait to see this out
Brainrot 1918 is def going on my wishlist
FINALLY A DEVLOG!!!!!
HONEY WAKE UP OBROOKS UPLOADED
youre very good at your work you can add some movement shakes on your game (while shooting,running etc.)
Close Enough, welcome back Cod 1 Zombies
Just saying, it kinda looks like strange brigade, might want to look out for that.
100% buying this game, this is the zombie wave shooter I have been wanting to play since activision stopped making the Black ops zombies good
For the background, I’d love for you to do something similar to amnesia the bunker, having things like bombs going off near the player outside the map to show that you’re still in the battle. Rather than the battle sounding very distant
This looks so cool
You should add a quick melee shove thingy like in left 4 dead, would be a really nice addition in the cramped space of the trenches
Lets go! new devlog
From what I've seen this looks as good as a AAA game, and if I know anything from my time playing indie games, this game is gonna keep me more occupied than CoD Zombies (BO2 and BO3) does when it releases.
Edit: I'm a big fan of environmental story telling in games like this, so maybe some little story elements scattered throughout the map, so possibly some hints as to the cause of the outbreaks scattered throughout the map, like a lab of some sort or something.
also i'd love this game, so many world war 2 games, once this game comes out i'll pay full dollar and get my friends to play it too
WHENS THE GAME GONNA COME OUT IM VERY EXITED FOR IT AND AWSOME GAME YOUV MADE KEEP THE GOOD WOR UP
LET'S GO! W video!
It would be funny to add the blooper as a super rare easter egg voice line
Obrez pistol!!
Given the cramped environments it may not be the best fit, but a sniper rifle (and fancy x-ray kill cams ala Sniper Elits) would be absolutely EPIC!
I’m working on a round based zombies as well this looks great, love to see what people will do when AAA game developers fail us
0:09 can you please tell me the song?
Read description
@@KillerDudeT19 oh thanks
Try to use Shazam
Sounds awesome.
Unrelated but would be kind of cool with the raging battlefield idea. You could maybe have a radio somewhere that lets you call into a mortar squad thats off screen and they could drop mortars in a place where the player points to.
Also when people die and if they respawn next round it would be like reinforcements making their way to the battle.
Can you add an easter egg where the zombie Models return to green beans with pickelhauben? I already suggested this once and you replied but im not sure if you want to do do it so this is a little reminder for you :)
I'll be adding it ;) I think a decent chunk of the code is already in place to facilitate it 🤞
@@obrooks sweet, cant wait to See what you came Up with
OUR LORD AND SAVIOR CAME BACK
I have to buy this when it comes out
you should use the zombie va outtake for an easter egg
i cant fucking wait bro
cant wait to play
I think I'd be pretty funny if you made a rare easter egg for a zombie to just speak like a normal human.
Hell yeah
Cant wait for this to come out when im 80!
I think a cool addition would be different zombie types like some zombies can only get damaged from headshot normal zombies are the zombies right now, but other types would be sick!
You should make a sound when the zombies ragdolls on the floor. You should also add metal being shot when headshooting a zombie with a helmet.