project lazarus dev blog - 14/08/2025
- Kristian Manning
- Aug 14
- 2 min read
Regretfully it has been nearly a month since my last blog post. My main source of delay was an increased work schedule as well as difficulties learning how to get the Crafting System working. As of today however I finally have it working. Players can now obtain items in the field and use them to create other items. For now it works with the basics - Health Packs, ammunition etc. But will include later down the line the combination of items for the use of solving puzzles and getting past obstacles. Firstly to improve this I need to to better communicate to the player what items are required for the recipe and what they're actually making. Next I also intend to properly setup the modifier where the player gets reduced quality/quantity of a crafted item if they're not using a workbench.
After I've improved the UI for better communication I intend to hit the ground running with other areas of the prototyping. My next focus is to rework the gun systems to make them work with the inventory system, then further refine it to emphasise preparation before combat. I am also simultaneously creating a basic melee system for players to fall back on if they run out of ammunition.

Once I have done the ammo rework I will then focus on getting the zombie AI up to a good level with different attack states. The dismemberment system is already up and running aside from a bug or two. Once I've built these elements up to a good standard I can begin redoing some of the areas in the demo level that need serious overhauls, for reasons of them being too boxy/boring or just not good LD in terms of spacing and flow. I intend to be more consistent with these posts from now too and will return to the weekly update format. Onwards and upwards. To Do:
Improve field crafting menu UI for better communication - Text, Images etc.
Rework guns/ammo system for use with inventory.
Work on AI and get up to scratch
Rework Prototype Demo Level.
Get basic melee system running properly.

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