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mithbhasker

I’m done with the inventory system. Everything is now fully working, including buying weapons in the shop, storing them in the inventory, and equipping them before a run. The progression system feels complete and ready for use in the game.

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mithbhasker

Inventory system is done and fully working. Players can now buy weapons in the shop, store them in their inventory, and equip the ones they want before starting a run.

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mithbhasker

Built the shop and weapon system, adding unlockable guns with unique stats, a persistent coin economy, and an inventory where players can equip their loadout before each run, strengthening long-term progression and making each playthrough feel different.

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mithbhasker

I’ve completed the implementation of the wave system and all the main gameplay features. At this stage, I’m shifting my focus to refining and polishing the entire website. This includes improving the visual design, cleaning up the layout, enhancing the user interface, and making sure everything feels smooth and cohesive. The goal right now is to elevate the overall look and user experience so the project feels more professional, polished, and ready for presentation.

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mithbhasker

After around 40 hours of work on Stickman: Last Stand, I’ve built out a fully playable core version of the game with movement, mouse-aim shooting, zombie wave spawning, and basic AI that actively chases the player. The main gameplay loop is already working, where you survive waves, earn XP from kills, and prepare for upgrades, and I’ve also structured the project into clean systems so it’s easy to expand with more features. On top of that, I’ve started adding polish like particles, screen shake, hit feedback, and a neon-style UI to make it feel more like a real indie game rather than just a prototype. Next up, I’m focusing on adding more zombie types, deeper upgrades, abilities, and overall game juice to push the experience further.

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