CRR:ZR

A wave-based post-apocalyptic zombie horror first-person shooter inspired by the Call of Duty Zombies franchise. This project is a collaboration with a good friend who has contributed significantly to AI, asset creation, and more.

FINISHED 15/15 Points Godot 4.3 • C# • .NET • Blender • Audacity

Key Features

Wave-Based Zombie Survival

Fight for your life against increasingly difficult waves of zombies in a post-apocalyptic setting.

  • Challenging wave progression
  • Variety of zombie types
  • Intense survival gameplay

First-Person Shooter Mechanics

Classic FPS controls and mechanics, providing a familiar and responsive gameplay experience.

  • Responsive aiming and shooting
  • Multiple weapon types
  • Engaging combat encounters

Post-Apocalyptic Atmosphere

Immerse yourself in a desolate world with a mysterious story, set on an abandoned farm with a sinister secret.

  • Detailed environment design
  • Atmospheric sound and lighting
  • Uncover a hidden narrative

Project Gallery

Technical Challenges

Learning a New Game Engine

SOLVED
Problem:

This was the first project for both my friend and me using the Godot Engine and C#, so we had to learn the engine's API, scene structure, and best practices from scratch.

Solution:

We dedicated time to reading the official documentation, following tutorials, and experimenting with small prototypes to build our skills before tackling the main game mechanics.

3D Asset Creation and Integration

SOLVED
Problem:

Creating and importing 3D models, textures, and animations that are optimized for real-time performance in a game engine was a significant challenge.

Solution:

My friend took the lead on 3D modeling using Blender, and we both learned about low-poly modeling techniques, UV unwrapping, and texture baking to create assets that look good without sacrificing performance.

Implementing AI for Zombie Behavior

SOLVED
Problem:

Developing convincing AI for the zombies that includes pathfinding, chasing the player, and attacking in a way that is both challenging and fair.

Solution:

My friend and I are using Godot's built-in navigation nodes for pathfinding and implementing a state machine to control the zombies' behavior, allowing them to switch between idling, chasing, and attacking states.