Try the sandbox demo!

Sandbox 0.0.6.1


You assume the role of team leader in the tactical response team of a major city police force. Your work is to plan and carry out tactical entry in barricade and hostage situations with the least possible loss of life the desired outcome.

Crisis Response is a side-scroller that strives to provide a realistic model for projectile interactions and injuries. Once someone is hurt the player will be working against the clock to save them. Gear and tactics must be chosen carefully to minimize damage and resistance.

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Try the sandbox demo!

Demo available and what comes next

The sandbox demo of Crisis Response is available! This is an early demo and far from polished. It shows an early version of some of the action elements that will be in the final game.

Sandbox 0.0.6.1


Main features:

  • Detailed model for projectile ballistics

    Projectile interaction

  • Blood and gore on top of a physiology system

    Heart beats

  • Bullet time and slow motion

    Bullet time

  • Detailed and realistic weapon mechanics

    Weapon mechanics

  • Sandbox setting with extra controls/cheats

I have been working toward this release for quite some time and the plan now is to release more often. My road ahead is to continue toward a prototype with the full feature set which will include more than the action available in this demo.

The full feature set

Many governments don't negotiate with terrorists. And this game will not feature terrorists. This game is going to be on a smaller scale, about managing a special police unit that handles barricaded suspects. A core feature will be the negotiation of peaceful solutions before resorting to tactical entry. The player will also manage the tactical team to keep it in tip-top shape. The graphic below shows a very high-level flow chart of the intended prototype game-play. The main loop is around the missions which will be tied to a timeline in the campaign.

High-level prototype game-play

The sandbox will continue

While I work toward the prototype I will keep adding features to the sandbox. These will be released with new versions of the sandbox demo. All features that make sense in the sandbox will be added to it along the way.

Thank you for reading, and if you haven't tried the demo please do!

Follow me on Twitter: @bloodandbullet | Facebook: CrisisResponseGame

Muscle animations and weapon mechanics

Muscle animations and weapon mechanics

News 7 comments

The past week I've added a simple physics-based animation system and I've refined the weapon mechanics.

Quick update on the sandbox readyness

Quick update on the sandbox readyness

News 3 comments

I sent a preview version of the sandbox for testing and now I'm going to work on the feedback.

Extras in the sandbox

Extras in the sandbox

News 6 comments

The sandbox mode offers a few configurable extras to make it more entertaining. Tweak physics, particle effects and slow motion/bullet time.

Character physiology in Blood & Bullet

Character physiology in Blood & Bullet

News 7 comments

In which I explain why characters lying on the ground in Blood & Bullet are usually unconscious and not dead.

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Sandbox 0.0.6.1

Sandbox 0.0.6.1

Demo 41 comments

Long in the making, here is the new Unity-based sandbox demo of the game now called Crisis Response.

Real Gun Sounds

Real Gun Sounds

Other 5 comments

INSTRUCTIONS: GO TO DATA > AUDIO AND REPLACE SOUNDS

Release 1

Release 1

Enhanced Bodies Demo 0 comments

First release / possible demo / full release of the addon. Tip: Backup your hostage files before installing. To do that, go to "bloodandbullet/data/graphics/bodies...

Demo 3

Demo 3

Demo 30 comments

The third Blood and Bullet demo adds more game play mechanics. Use concussion grenades to overwhelm the suspects. Restrain them, secure their weapons...

Demo 2

Demo 2

Demo 2 comments

This demo is more of a taste of game play than the previous one, but still with some obvious parts missing. There are more weapons, a bit of AI, rooms...

Sandbox/tech demo

Sandbox/tech demo

Demo 4 comments

This is not a game-play demo. I just want to point that out. It's a sandbox/tech demo of the features so far. It's scaled down a bit to keep it simple...

Comments  (0 - 10 of 335)
NeckAndNeckGaming
NeckAndNeckGaming

Great game, but I was curious, how to I get more particles to come out? Like you did in the Gif for "Extras in the Sandbox"? I shoot them, but no blood really comes out until they hit the ground.

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isbeorn Creator
isbeorn

Thanks. Not sure which gif that is so I couldn't compare. There are two settings that control the particles' behavior: Particles Multiplier and Wound Power Multiplier. You'll find them if you click on Extras (with the balloon) in the screen where you configure the mission, or during the mission in the preferences menu when you press escape. Let me know if that doesn't help.

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NeckAndNeckGaming
NeckAndNeckGaming

Just figured it out, It has to do with film grain and bloom. I had them both off.

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arizxna_kvsh
arizxna_kvsh

You were talking about problems with animating, you should check out "Spine".
It has Unity integration addons and allows you to do things like freeform deformation of each body part, and it has keyframes with motion tweening and curves to make movements appear more fluid.

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isbeorn Creator
isbeorn

Thanks I'll definitely check that out!

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Erdogmr
Erdogmr

is there any way to lock fps? for some reason my pc can't handle more than 120 fps please help.

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isbeorn Creator
isbeorn

You can try turning on V-sync for your GPU drivers if you have that available. That would lock it to your screen refresh rate. This is new to me, can you tell me more what happens?

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Erdogmr
Erdogmr

Ok this was interesting, i turned on the settings all the way up it started to work it was on low by default and it shutted my pc off for some reason.By the way i love the game and i've been wanting a game like this with actual gore for a long time please let's make this a full game.
Pc specs if that helps

intel core i5 4590
8gb ram
gtx 780 3gb

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isbeorn Creator
isbeorn

That definitely sounds like something related to performance timing. I may have missed something with the quality settings in Unity here, I will have a look into it tomorrow. The plan is to finish it, thanks for helping out :)

Reply Good karma+2 votes
stevie231
stevie231

Congrats on the frontpage, you really deserve it :)

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isbeorn Creator
isbeorn

Thanks again, I'm getting a really nice boost now and from the video with Random Madness too :D

Reply Good karma+3 votes
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Crisis Response
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Creator
isbeorn
Engine
Unity
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Latest tweets from @bloodandbullet

Working on the campaign, adding primary stats to the team operators which will determine their performance and some inter-mission events.

9hours ago

Moving on, now to implementing projectiles that break into fragments on impact. This will be interesting!

Sep 27 2016

The marksman is starting to come together :) Some shots in slow-mo. #gamedev #indiedev #indiegame #madewithunity T.co

Sep 27 2016

Working on projectile interactions. Here the trajectory of the marksman's projectile is flattened along the ground.… T.co

Sep 26 2016

Soft projectiles deflect less on impact because they spend some of their energy deforming before they bounce.

Sep 25 2016

Working on more terminal ballistics. Converting projectiles' kinetic energy into deformation and friction to determine deflection angles.

Sep 25 2016

Higher polygon brass for the marksman. #indedev #indiegame #madewithunity T.co

Sep 24 2016

You should try talking to them first. They don't have a phone? Give them this one. #indidedev #indiegameT.co

Sep 23 2016

Making progress on the dialog tree editor today. The one that I'll use to build dialog for the campaign missions.

Sep 22 2016

More bolt action. For player feedback on reloading. #indiedev #indiegame #madewithunity T.co

Sep 22 2016

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