Full notes
Full Contagion Protocol update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey survivors! 💀
What changed
- Server
- Gameplay
- Balance
- Performance
- UI and audio
Welcome to another scorching update from the pixelated apocalypse that is Contagion Protocol — our zombie-infested bullet-hell roguelite built with pure grit, heavy metal, and caffeine. This month, the horde mutated. Let’s break it down.
🧟♂️ New Enemy Type: Radioactive Zombie They don’t just bite — they spit.
Ranged Acid Attacks: These green-glowing freaks stay at a distance and fire toxic projectiles toward the player.
Projectile Logic: Acid orbs deal damage, glow with animated FX, and destroy themselves after a short lifespan.
- Directional AIEnemies now rotate and face the player correctly, with idle animations updated to avoid twitching.
Fully Integrated: These spitters are bombable, freezable, knockback-able, and death-animatable, thanks to full IDamageable support.
Visuals: AcidFX on death. Glowing toxic puke when they go down. ☠️
🧪 Boss Encounter: The Radioactive Nightmare The first real boss has arrived — and it's dripping with bile.
Multi-phase Behavior: Uses custom RadioactiveBossAI.cs for complex attacks.
Acid Spit Attack: Instantiates a spitting projectile that leaves behind a damage-over-time acid puddle.
Animation Precision: Boss flip direction and FX spawn points dynamically adjust based on movement direction.
Pooling-Ready: Every acid puddle, spit FX, and blood spray is optimized to avoid runtime lag.
Currently Static Spawn: Boss doesn’t spawn from the usual system — it’s manually placed for testing (expect spawning upgrades soon).
⚠️ Debugging the Apocalypse A month of hard bug-smashing and polish.
🛠️ Projectile Direction Fixes: Acid orbs now fly correctly — no more frozen fireballs hanging in mid-air.
🔧 Animator Fixes: Added missing idle directions to avoid twitch loops.
💥 FX Cleanup: Blood and acid FX properly despawn and pool without memory leaks.
🔁 Interface Consistency: IDamageable and IFreezable logic now fully respected across all enemy types.
✅ Flip Logic Refactor: SpriteRenderer flipX is now used instead of localScale — better visuals and less jank.
📈 Architecture Deep Dive for all you Nerds Because systems should scale — not break.
Modular Boss AI: Uses a clean SpawnAcidSpit() pipeline, including prefab offsets and visual sync.
Prefab Hierarchies: All visual elements are children under empty GameObjects for clean separation (Collider, FX, Visuals).
Animator Best Practices: Every state (Idle, Attack, Death) now exists in 8 directions. No more “Missing State” spam.
Spawner System Extension: Acid zombies are now injected into waves after 4 minutes. Boss spawning still manual for now.
🛠️ What’s Coming Next The cauldron still boils.
🌪️ Add Boss Spawner Logic to the zombie wave system.
☣️ Polish acid puddle FX with screen shake and damage ticks.
🔥 Implement Projectile Variants (spread, spores, etc).
🧠 Build out a RangedZombieAI base class for cleaner code reuse.
🧩 Finalize Boss Attacks 2, 3 & 4: Skull pulse and poison nova, as well as pulsing cicular acid balls
💾 Integrate proper pooling for all boss FX and attacks.
🙌 Thank You for the Support
Every wishlist, follow, and comment makes this game crawl closer to the surface.
Contagion Protocol is made with love, obsession, and late-night debugging sessions. There’s no studio. No funding. Just one dev and a dream to make something sick, stylish, and brutally fun.
If you’re vibing with this journey:
🖤 Wishlist the game 📢 Follow for more 🎤 Drop a comment — your feedback fuels this fire
Until next time, stay radioactive. 🤘
– Para82
Source
Changelog.gg summarizes and formats this update. How we read updates.
