Redacted_Alpha_Windows Version
About
Our game currently only have a windows version build.
Core Concept
- A sci-fi FirstPerson game inspired by games like Control, SCP: Foundation, Doom, Spellbreak, Ghost of Tsushima, CoD Zombies, and Doom 2016.
- Realistic art style similar to Doom 2016.
- You are sent to investigate what has happened on a top secret space station after it stops sending communications to the ground base.
- As you unravel the mysteries of what happened, you acquire a gauntlet that gives you powers like lightning, Magno-telekinesis, kinetic barriers, and increased movement speed.
- A rogue A.I has escaped containment and is trying to get off the space station. It has hacked the defense turrets and drones to stop anything in its path, including you.
Current State of Our game
- The First 2 rooms are almost complete.
- Many of the assets are modular so creating new rooms will be quick.
- The art style is working really well and we are happy with it.
- Lighting and post-processing are almost complete.
- Visible mechanics at the moment revolve around the player moving around and interacting with physics objects
- Controller and keyboard compatibility
- AI behaviour and Win/Lose conditions
Our plan for further development
- Add more story elements like redacted files, objects of unknown origin, and maybe an alien language to decipher.
- Create more smaller props to add narrative.
- More enemies to engage with.
- A script and maybe voice acting for the A.I.
- Collectables, power ups, more weapons and equipment.
- More interaction with the environment like animation and being able to move things around.
- More sounds/music, animation, VFX, and UI.
- Implement a shader to highlight interactable objects. Tweak lighting and object placement.
- A lot of foundation code is sitting in the game for visual effects but we haven’t been able to make or acquire some yet
- Adding a lot more interaction with the world around the player. (computer screen, lights, animated objects)
- Big improvements to UI. Stylisation, pop-ups for controls, and menus
- Increased complexity of AI behaviour and animation
There are three very cool people in our team,
- Nathan - Programmer, combat designer
- Craig - 3D artist, textures, asset placement, documentation
- Noah - 3D artist, textures, asset placement, level design