Eduardo Gelain / SpetDev
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Eduardo Gelain (SpetDev) Game Dev & Engine Tooling

DEVLOG: Rebuilding Outcaster from Scratch in Unity 6 — Live 3D HUD Tooling & Zombies Survival

DEVLOG: Rebuilding Outcaster from scratch in Unity 6 (DX11). Engineering a custom LIVE 3D HUD Preview in the Inspector for zero-play-mode 2.5D weapon authoring, modular architecture, and a COD Zombies-style Survival Mode.

Project Update & Gameplay Preview:
I have completely rebuilt Outcaster from the ground up! Re-engineered natively in Unity 6.4 (6000.4.5f1) on DirectX 11, the new iteration (Ou2caster) features a radically modernized modular architecture, custom real-time editor tooling for 2.5D weapon authoring, and a brand-new Zombies-inspired Survival Mode.

Check out the gameplay and in-engine tooling preview below:

🎮 Ou2caster Early In-Engine Preview (Unity 6.4 6000.4.5f1 DX11) FpsTestArena // Live HUD Studio & Survival Mode

Why Rebuild from Scratch?

The original Outcaster proved that fast-paced retro FPS locomotion and boomer shooter mechanics could thrive in Unity. However, like many ambitious prototypes, the original codebase suffered from technical debt: weapon sprite rendering, camera bobbing, ballistic raycasts, and state machines were tightly coupled. Tweaking a single weapon required touching multiple scripts and manually calibrating camera offsets.

With Unity 6.4 (6000.4.5f1) bringing massive performance gains, improved DX11 pipelines, and modernized C# runtime features, I decided to start with a blank canvas and engineer a clean, decoupled foundation:

  • 100% Data-Driven Architecture: Every weapon, enemy type, projectile, and damage profile is defined via modular ScriptableObjects (Assets/Config/Weapons/Weapon_0 through Weapon_15).
  • Zero-Allocation Garbage Collection: Hot gameplay loops (bullet trajectories, particle pooling, and collision queries) generate zero GC allocations during combat.
  • Custom Editor Tooling: Empowering rapid design iteration directly in the Unity Inspector.

The Breakthrough Tool: LIVE 3D HUD PREVIEW (No Play-Mode Needed!)

In classic 2.5D FPS development (think DOOM, Blood, or Duke Nukem 3D), positioning 2D weapon sprites in front of a 3D perspective camera is notoriously tedious:

  1. Enter Play Mode.
  2. Fire a few shots and observe the weapon alignment.
  3. Exit Play Mode.
  4. Manually guess new XYZ floating-point values in the inspector.
  5. Repeat 50 times until it looks right.

To eliminate this friction forever, I engineered a dedicated custom editor extension: LIVE 3D HUD PREVIEW (dockable weapon studio).

[ Unity 6 Custom Inspector ] ───> [ Live Render Pipeline Preview ]
                                          │
    ├── Global Weapon XYZ Offsets          ├── Real-time Sprite Rotation (Pitch, Yaw, Roll)
    ├── Interactive Stretch Scale         ├── Push & Head-Bob Rest Heights
    └── Frame Animation Stepper           └── Instant Zero-Play-Mode Feedback

Key Capabilities:

  • Real-Time 3D Viewport in Inspector: Renders the weapon model and sprite directly inside the editor inspector without hitting Play.
  • Micro-Adjustment Gizmos: Sliders for Global Weapon Position (X, Y, Z), Stretch Scale (X, Y), Sprite Rotation (Pitch, Yaw, Roll), and Weapon Push / Recoil offsets.
  • Animation Verification: Frame-by-frame animation scrubber to test muzzle flash alignment, recoil resets, and melee swing arcs instantly.
  • What previously took hours of trial-and-error now takes under 30 seconds.

Survival Mode: Call of Duty Zombies Meets Boomer Shooter

The gameplay showcase featured in the video demonstrates the brand-new Survival Mode:

1. The Core Loop

Taking inspiration from the legendary Treyarch Call of Duty Zombies formula:

  • Round-Based Waves: Endless hordes escalating in velocity, aggression, and enemy count.
  • Barricades & Environmental Control: Repairable window boards and airlock security doors ("Atmosphere depressurizing") that players can seal to manage wave flow.
  • Perk Machines & Upgrades: Dedicated stations providing movement boosts, reload acceleration, and health survivability.
  • Tactical Black Ops 2 Melee: Starting pistol paired with an authentic fast-recovery tactical knife slash that rewards aggressive close-quarters timing.

2. Visceral Boomer Shooter Combat Feel

While the survival rules echo classic Zombies, the combat dynamics are built on the adrenaline-fueled heritage of Ion Fury, Dusk, and DOOM:

  • Heavy futuristic weaponry delivering devastating explosive impacts, screen shake, and visceral demon dismemberment.
  • Atmospheric dynamic lighting where muzzle flashes and projectile flares cut through gloomy, industrial corridors.
  • Agile player locomotion rewarding continuous strafing, bunny-hopping, and split-second spatial awareness.

What's Next for Ou2caster?

With the core weapon tooling and survival gameplay loop firmly established in Unity 6:

  • Expanding Enemies & Arsenal: Designing new monster archetypes and fleshing out the remaining weapon roster (Weapon_0 through Weapon_15).
  • Deep Modular Prefab Architecture: Once every game element (spawners, barricades, perk machines, doors) is standardized into reusable prefabs, assembling and balancing new Survival arenas becomes seamless and fast.
  • Retro Texture & Asset Polish via SLADE: Upgrading environmental textures by exploring classic DOOM PK3 mods and vintage WADs, extracting authentic asset archives using SLADE and using them as creative inspiration for grungy, industrial sci-fi fidelity.
  • Map Layouts & Sound Design: Tuning flow, navigation cues, and crunching audio feedback for upcoming public playtests on Itch.io.

Stay tuned for more devlogs as development charges forward!