Army of the dead : Requiem

Top-down tactical Zombie Shooter.

Solo Project

3 months

platform - PC

Unity

Army of the dead : Requiem

Top-down tactical Zombie Shooter.

Solo Project

3 months

platform - PC

Unity

Army of the Dead ; Requiem
is vertical Slice of a top-down zombie shooter combining tactical combat and dynamic mission variety.

Players command an elite Ex-Military Squad fighting through varied scenarios in a zombie-infested world,
from clearing zombie hoard to wave based tower defense and boss encounters.

Project Goals

Create a top-down shooter prototype with twin-stick controls, Multiple gameplay types, and Multiple character class to showcase my skills in technical design, gameplay systems, Basic AI and Mission logic

Design Pillars

Fast-Paced Tactical Combat


Emphasis on mobility, positioning, and quick decision-making.



Mission-Driven Gameplay


Handcrafted missions with varied objectives: Elimination, Tower Defense, Boss Fights.



Class-Based Character Variety



Three distinct characters with unique weapons and combat roles ; Encourages different playstyles and tactical approaches.


Gameplay

Select Your Character

Deploy your squad to one of three mission types: Elimination, Tower Defense, or Boss Encounter.

Complete Multiple Jobs

Battle through waves of undead, defend key zones, or take down powerful bosses using tactical movement and firepower.


Mission Failed? Restart

If you’re defeated, retry the mission with a new strategy or a different operator. Each attempt is a chance to improve your tactics.

Gameplay

Select Your Character

Deploy your squad to one of three mission types: Elimination, Tower Defense, or Boss Encounter.

Complete Multiple Jobs

Battle through waves of undead, defend key zones, or take down powerful bosses using tactical movement and firepower.


Mission Failed? Restart

If you’re defeated, retry the mission with a new strategy or a different operator. Each attempt is a chance to improve your tactics.

Players start at a central HQ where they can select a character, and launch into one of the available missions.
Each mission is designed to challenge the player’s reflexes, positioning, and tactical choices.

Elimination

Defeat 3 Zombies

Objective: Hunt and eliminate 3 Alpha Zombies.

Alpha Zombies are tougher mini-boss enemies scattered across the map.

You’ll also encounter regular zombie hordes along the way.

Win Condition: Kill all 3 Alphas.

Fail Condition: Player death.

Tower Defense

Protect a location from waves of zombies

Objective: Defend a central tower for 2 minutes.

Zombies attack in waves, trying to destroy the tower.

You must survive and prevent the tower from being overrun.

Win Condition: Tower survives for the full duration.

Fail Condition: Player death or tower destroyed.

Boss Battle

Fight a strong Alpha Zombie boss


Objective: Locate and defeat a powerful boss enemy.

The boss has unique attacks, higher health, and requires smart movement and spacing.

Other zombies may support the boss during the fight.

Win Condition: Kill the boss.

Fail Condition: Player death.

Players start at a central HQ where they can select a character, and launch into one of the available missions.
Each mission is designed to challenge the player’s reflexes, positioning, and tactical choices.

Elimination

Defeat 3 Zombies

Objective: Hunt and eliminate 3 Alpha Zombies.

Alpha Zombies are tougher mini-boss enemies scattered across the map.

You’ll also encounter regular zombie hordes along the way.

Win Condition: Kill all 3 Alphas.

Fail Condition: Player death.

Tower Defense

Protect a location from waves of zombies

Objective: Defend a central tower for 2 minutes.

Zombies attack in waves, trying to destroy the tower.

You must survive and prevent the tower from being overrun.

Win Condition: Tower survives for the full duration.

Fail Condition: Player death or tower destroyed.

Boss Battle

Fight a strong Alpha Zombie boss


Objective: Locate and defeat a powerful boss enemy.

The boss has unique attacks, higher health, and requires smart movement and spacing.

Other zombies may support the boss during the fight.

Win Condition: Kill the boss.

Fail Condition: Player death.

Characters

Scott Ward

A balanced frontline leader wielding heavy weapons for sustained mid-range combat.

Maria Cruz

An agile spear-wielder specializing in fast melee attacks and close-quarters takedowns.

Vanderohe

A suppressive support marksman with high ammo capacity and steady aim under pressure.

Characters

Scott Ward

A balanced frontline leader wielding heavy weapons for sustained mid-range combat.

Maria Cruz

An agile spear-wielder specializing in fast melee attacks and close-quarters takedowns.

Vanderohe

A suppressive support marksman with high ammo capacity and steady aim under pressure.

Controls

Controls

Move

Use the left stick or WASD to move your character through the combat zone.

Aim

Aim with the right stick or mouse to target enemies and control your fire direction.

Dash

Tap dash to quickly evade enemy attacks or reposition through tight spaces.

Primary Attack

Hold to fire/Attack with your main weapon — effective for sustained pressure and crowd control.

Secondary Attack

Use your special ability to deal high damage or control the battlefield strategically.

Controls

Controls

Move

Use the left stick or WASD to move your character through the combat zone.

Aim

Aim with the right stick or mouse to target enemies and control your fire direction.

Dash

Tap dash to quickly evade enemy attacks or reposition through tight spaces.

Primary Attack

Hold to fire/Attack with your main weapon — effective for sustained pressure and crowd control.

Secondary Attack

Use your special ability to deal high damage or control the battlefield strategically.

Enemies


Strip Walker 

(Regular Zombie)


Standard infected. Slow-moving, low health, and attacks with basic melee swipes.


Siren

 (Alerter)


Screeches upon spotting the player, instantly alerting all zombies in range and pulling in Alphas.


Showtime

 (Runner)


Fast, aggressive sprinter that locks onto targets and attacks in short bursts.


 Alpha Pit Boss

 (Tank)


High-health brute with slow movement and heavy knockback


Zeus

 (Boss)


Alpha infected with advanced AI. Commands zombies, uses leap attacks, and absorbs major damage.

Enemies


Strip Walker 

(Regular Zombie)


Standard infected. Slow-moving, low health, and attacks with basic melee swipes.


Siren

 (Alerter)


Screeches upon spotting the player, instantly alerting all zombies in range and pulling in Alphas.


Showtime

 (Runner)


Fast, aggressive sprinter that locks onto targets and attacks in short bursts.


 Alpha Pit Boss

 (Tank)


High-health brute with slow movement and heavy knockback


Zeus

 (Boss)


Alpha infected with advanced AI. Commands zombies, uses leap attacks, and absorbs major damage.

Level Design

Players start at a central HQ where they can select a character, customize gear, and launch into one of the available missions.
Each mission is designed to challenge the player’s reflexes, positioning, and tactical choices.

Elimination


  • Linear progression with optional loop (Room 3) to explore or get flanked.

  • Wide, open shapes in key rooms to support movement-heavy fights with Tanks.

  • Red walls/gates to seperate combat zones (e.g., gates close when entering).

  • Alternates between tension (narrow halls) and release (open rooms).


Tower Defense


  • Large octagonal layout supports 360° defense, forcing players to multitask and plan coverage.

  • A vulnerable objective (citizens) is located in the dead center, creating natural pressure from all angles.

  • Players must decide where to prioritize— spread thin to cover all sides or stack one side and rotate.


Boss Battle


  • The octagon provides space for radial movement, making it ideal for circle-strafing, kiting, and telegraphed boss attacks.

  • No pillars or objects = fully readable attack space, useful for a telegraph-heavy, mobility-focused boss like a leaping or slamming Tank.


Outcomes


  • Developed character abilities with custom hitboxes, cooldowns, and input handling.

  • Used state machines and animation triggers for melee combos and ultimates.

  • Designed flexible enemy wave and spawn systems for elimination and defense missions.

  • Created reusable level templates and encounter setups in Unity.


Fin.

Wednesday, November 19, 2025

Made by Rahul Vinod