15 March 2022
Undead Trial
Undead Trial is a third-person arena zombie shooter where the goal is simple: survive as long as possible while utilizing occasional power-ups to stay in the fight.
This was a solo project, built using the Unity engine, with asset packs sourced from Snyth Polygon.


Overview
Player Controls
The controls are designed to be simple and intuitive:
- W: Forward Thrust
- A/D: Turn Left/Right
- Q/E: Roll Left/Right
- Mouse: Yaw in all directions (for natural, precise aiming)
- F: Toggle between first- and third-person views
To streamline development, I locked the mouse rotation to the player’s overall rotation instead of implementing a free-look and aim-to-shoot system. This decision saved time and effort while maintaining a fast-paced arcade shooter experience. Given my limited experience with third-person shooters, this approach allowed me to focus on refining core gameplay elements.
A sprint mechanic is also included, giving players a way to evade zombies. To prevent “sprint spamming” and balance the gameplay, I implemented a stamina system similar to Call of Duty, ensuring strategic movement choices.
To reinforce the arcade-style gameplay, the player has infinite ammo, similar to Dead Ops Arcade. However, to prevent mindless spraying, I introduced weapon recoil and bullet spread, forcing players to control their shots with intermittent bursts rather than holding down the trigger.
Dismemberment System
During development, I felt that simply shooting zombies and watching them ragdoll wasn’t satisfying enough. To enhance combat feedback and immersion, I implemented a dismemberment system, allowing players to target and destroy individual zombie limbs based on localized damage.
As the system evolved, I further refined it by integrating animation blending. For example, if a player shoots a zombie’s legs off, the zombie will seamlessly transition into a crawler state. This mechanic not only adds depth to combat but also creates more dynamic and engaging encounters.


Power-Ups
Power-ups are delivered in a unique way—cannon dispensers scattered across the map launch supplies into the arena, simulating spectators throwing aid to the player.
There are currently two power-ups:
- Red Nuke – Transforms bullets into explosive rounds, dealing massive damage and often turning zombies into crawlers.
- Yellow Pill – Temporarily boosts movement speed, allowing the player to navigate the arena more effectively.
These power-ups add an extra layer of strategy, giving players temporary advantages to help them survive longer.
Scoring System
To enhance immersion, the game’s scoring HUD is embedded within the environment rather than being displayed as a traditional UI element. This decision aligns with the arena setting and reinforces the game’s theme.
A scoreboard tracks key stats, including:
- Survival time
- Total zombies killed
- Estimated time until the next power-up drop
By integrating the score display into the level itself, players remain engaged without breaking immersion.
