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Dead Circuit

Dead Circuit is a Three.js/WebGL first-person survival game for the Interactive Graphics final project. The player explores a locked-down facility, earns points by fighting zombies and repairing barricades, buys access to later rooms, and wins by reaching the extraction objective.

Play Online

Click here to play the game:

https://sapienzainteractivegraphicscourse.github.io/final-project-thehollowzone/

Run

npm install
npm run dev

Build:

npm run build

Controls

  • W A S D: move
  • Mouse: look
  • Left mouse: shoot
  • Shift: sprint
  • R: reload
  • E: interact with doors, barricades, weapons, power-ups, and extraction
  • F: flashlight
  • 1 / 2: switch weapons
  • Esc: pause
  • O: developer overview camera
  • Q: add demonstration points while in developer view

Developer Demonstration Mode

Press O during a run to open the developer overview camera. The game pauses and switches to an overhead view of the arena. While this view is active, press Q to add 500 points at a time.

This mode is included for marking and presentation: it lets the professor quickly unlock rooms, buy weapons, reach the extraction area, and see the ending without playing through the full survival loop.

Main Implemented Features

  • Procedural multi-room arena with textured floors, walls, props, fog, lights, shadows, doors, barricades, and collision boxes.
  • Hierarchical procedural zombie model built from separate body-part groups.
  • Manual zombie animations for idle, walking, running, attacking, hit reaction, and death.
  • First-person player controller with pointer-lock camera, flashlight, collision, health, damage feedback, regeneration, and death state.
  • Weapon system with pistol, shotgun, rifle, recoil, muzzle flash, reload animation, ammo reserves, automatic fire, raycast hits, shotgun pellet spread, and bullet impacts.
  • Game economy with points, score, weapon purchases, ammo purchases, locked doors, barricade repairs, Double Points, Max Ammo, and final extraction.
  • Zombie spawning, barricade entry behavior, local obstacle navigation, attack cooldowns, health scaling, and running difficulty after five minutes.
  • HUD, menus, pause screen, game-over screen, victory screen, audio effects, and developer inspection mode.

Technical Notes

  • Runtime: Three.js on WebGL through Vite.
  • Models are built procedurally in code; no external 3D model files are used.
  • External assets are texture and audio files stored under public/.
  • The project includes a short developer mode so the full map and ending can be demonstrated quickly.

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final-project-thehollowzone created by GitHub Classroom

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