Hollow Pulse: A Devlog of Survival, Sanity, and Slightly Magnetic Loot


Chapter 1: "Wait, What Am I Building Again?"

It all started innocently enough. "I want a top-down zombie survival game," I said. "Just something simple," I said. Famous last words that have echoed through development studios since the dawn of time. What followed was a beautiful descent into the wonderful madness that is game development.

Hollow Pulse began life as a modest Unity 2D project with dreams of shambling zombies and stressed-out players. Little did I know it would evolve into a complex ecosystem of bartering NPCs, magnetic loot systems, and enough UI panels to make a NASA mission control jealous.

Chapter 2: The Great Inventory Wars

"Drag, Drop, and Despair"

The first real battle wasn't with zombies - it was with the inventory system. You know that moment when you think "How hard can drag-and-drop be?" Yeah, that moment. I built what I thought was a simple inventory, only to discover players should be able to:

  • Drag items between slots
  • Stack similar items
  • Use consumables
  • Trade with NPCs
  • Have items magically organize themselves (Ha!)
  • Read my mind about what they wanted (Actually wish...)

The inventory system went through more iterations than a pop song remix. I started with basic slots, evolved to fancy drag-and-drop, added stacking, then item previews, then... well, let's just say the Inventory System. file has seen things. Dark things.

Chapter 3: Quest for the Perfect Quest System

"Fetch Me 15 Bear Asses, But Make It Meaningful"

Quests in survival games are tricky. How do you make "deliver a battery to the power station" feel epic? The answer: flickering lights, dramatic quest completion effects, and just enough programming complexity to make you question your life choices.

My quest system started simple: "Go here, get thing, bring back." But then I wanted branching dialogue, quest persistence through save/load cycles, and NPCs that didn't just stand there like confused mannequins (Shhhh... working on this part).  The Quest System became less "enhanced" and more "sentient AI that judges my coding decisions."

Chapter 4: The Shop of Horrors (AKA The Trading Post)

"No Currency, No Problem... Right?"

"Let's make a bartering system!" seemed like such a good idea. No boring coins or gems - just good old-fashioned "I'll trade you three scraps and a gas mask for that RPG launcher."

What I didn't anticipate was the spreadsheet. Oh, the spreadsheet. Weapon values, item rarity, trade balance... it became a beautiful, terrifying economic model that would make Wall Street traders weep. The Shop System file alone could probably run a small country's economy.

Actual trade progression I ended up with:

  • Axe: 2 Scraps + 1 Tools (reasonable)
  • Pistol: 3 Scraps + 1 Electronics (getting pricey)
  • RPG: 15 Scraps + 4 Electronics + 2 Gas Masks + 2 Radios + 3 Tools (basically your firstborn child)

Chapter 5: The Magnet Incident

"Physics: Not Even Once"

The loot magnet system seemed straightforward. "Just make items move toward the player after a delay." Simple, right? WRONG.

What followed was the Great Magnet Wars of 2025:

  • Version 1: Items launched into orbit
  • Version 2: Items vibrated aggressively in place
  • Version 3: Items achieved sentience and started forming conga lines
  • Version 4: The Item Pickup bobbing animation declared war on the magnet system

The final solution involved disabling physics, stopping bobbing animations, and basically negotiating a peace treaty between competing movement systems. The items now glide gracefully toward players like butter on a warm pan. Victory tastes like smooth Vector3.MoveTowards calls.

Chapter 6: NPCs and the Art of Digital Conversation

"Press E to Feel Awkward"

Creating believable NPCs is like hosting a dinner party where half the guests are mute and the other half only speak in quest objectives. My NPCs evolved from silent statue-people to fully animated conversation partners with:

  • Animation states (idle, talking, judging your life choices)
  • UI popups with continue buttons
  • The ability to face the player (revolutionary!)

The NPC can now hold conversations that would make a therapist proud. "Welcome to my shop!" has never sounded so genuine.

Chapter 7: Death, Taxes, and Save Systems

"When You Die in the Game, You Die in Real Life... JK, Here's a Menu"

Player death in survival games needs to feel meaningful but not soul-crushing. My death system offers three choices:

  1. Respawn - Fresh start, clean slate, existential dread
  2. Load Save - Return to your last checkpoint of hope
  3. Main Menu - Rage quit with dignity

The Death Manager handles death with the grace of a grief counselor and the efficiency of a DMV clerk. It even serves up random death messages like "Your pulse has faded... but hope remains" because nothing says "game over" like poetic despair.

Chapter 8: The UI That Ate Development Time

"Just a Simple Button," They Said

UI in Unity is like that friend who seems low-maintenance but actually requires constant attention. I started with basic text displays and ended up with:

  • Shop interfaces with requirement prefabs
  • Health bars with damage popups
  • Inventory grids with drag-and-drop
  • Dialogue systems with continue buttons
  • Death screens with survival statistics

Each UI element demanded its own script, its own prefab, and its own personal therapy session. The UI alone could probably run a small software company.

Chapter 9: The Zombie Loot Economy

"It's Not About the Zombies You Kill, It's About the Friends You Loot Along the Way"

Creating a satisfying loot system is like being a digital slot machine designer. Too generous and nothing feels valuable. Too stingy and players revolt. I settled on a rarity system that makes finding a Blueprint feel like Christmas morning:

  • Common: Scraps (because apocalypse = lots of junk)
  • Rare: Electronics (apparently circuit boards survive nuclear war)
  • Epic: Blueprints (knowledge is the real treasure)

The loot now drops items with the precision of a Swiss watch and the randomness of a caffeinated squirrel.

Chapter 10: The Present Day

"Shipping? What's Shipping?"

Today, Hollow Pulse stands as a testament to scope creep, feature drift, and the beautiful chaos of game development. What started as "simple zombie survival" has become:

- Complex trading economy
- Magnetic loot collection
- Quest system with persistence
- Death/save management
- UI systems within UI systems
- Enough scripts to choke a compiler

Lessons Learned (The Hard Way)

  1. "Simple" is a four-letter word in game development
  2. UI takes 80% of your time and 90% of your sanity
  3. Physics and manual movement don't play well together (see: The Magnet Incident)
  4. Every feature breeds three more features like digital rabbits
  5. Save systems are the dark magic of game development
  6. Players will find ways to break things you didn't know could break

The Road Ahead

Hollow Pulse continues to evolve, one bug fix and feature request at a time. Will it ever be "finished"? In game development, "finished" is like "perfect code" - a beautiful myth we chase but never quite catch.

But you know what? The journey has been absolutely worth it. From glitchy magnets to philosophical NPCs, every struggle has made the game better and my debugging skills sharper.

Next up: Performance optimization (because apparently having 47 different scripts running simultaneously isn't "efficient"), more weapon varieties, and maybe, just maybe, actual zombie AI that doesn't walk into walls.

Hollow Pulse: Where survival meets sanity, and both usually lose.

Status: Playable, Chaotic, Surprisingly Fun
Bugs: Yes
Features: Also Yes
Regrets: Surprisingly Few
Mountain Dew Consumed: Immeasurable

"In the apocalypse, we don't just survive - we code."

Files

Build-WebGL.zip Play in browser
34 days ago

Leave a comment

Log in with itch.io to leave a comment.