Latest Build Updated
Been sick all this week so I had some time to work on it while sitting at home.
Lighting
Played with the lighting in Unity 5. It's not as 'flexible' as I had expected. I haven't explored everything new with it but in general it has a lot of weird issues with handling meshes and UVs that it doesn't like and also weird artifacts scattered around the mapping as in some meshes getting weird bright spots and goofy shadows on them when they aren't supposed to. It doesn't seem to like large scenes, haven't had much success getting a good result out of any well populated scenes myself.
NavMesh
Using the Set Agent Destination As GameObject was significantly less efficient than using Set Agent Destination (Vector3 position). I think this is because it internally is setup to be a 'follow' sort of action so it does updates way too frequently. I went ahead and added my own optimization based on distances from both the current target position vs the zombie position as well as the player position versus the current target position. This allowed for the zombies further away to updated less frequently than the ones closer to the player.
Sounds
Since I'm sick I figured I wouldn't get any better opportunity to record zombie sounds. Sorry if they seem unenthusiastic.
World
Added more gates to narrow down the pathways. It's still super open, but depending on performance I might be able to up the max zombie count.
Currently its pretty boring because you can just outrun the zombies and go find all the puppies at once without really even dealing with them at all. I'm thinking about adding a pool of zombies that gets repositioned when out of view into a more threatening position ahead of you so this is harder to do. I'd like to add more types of zombies, maybe faster ones, but not sure if I have time to debug them.
UI
I added a bunch of UI. An escape menu, clearer instructions, fancier map details and so forth. Can't remember what was different from the last build.
I think this update has been about 10 - 12 hours, putting the total around 24 or so. It's been a bit slower now that I'm getting into bugfixing, playing with U5 lighting, trying new optimizations for existing stuff, and generally getting into less familiar territory.
Please report your average framerates if you give it a try.