The Afflicted is a 3rd person shooter that pits 3 teams against each other in struggle for resources and power within a crumbling society. The Afflicted was developed from the beginning around the concept of player control. First glances might give the impression of a typical third person shooter, but a few concepts set it apart. It’s a game of cooperative team-building. Players are scored on the collection of resources that allow them to shape the growth of their team. A vital element of success is the creation of structures and barricades that can be placed at the whims of the players. A free-form movement system allows for creative navigation and evasion. The goal is to provide a refined, current-generation shooter that still manages to implement the kinds of choices that bring players back for more.

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Media RSS Feed Report media Single Point DX11 Update - Psycho Base (view original)
Single Point DX11 Update - Psycho Base
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HavocInferno[np]
HavocInferno[np] Dec 10 2011, 7:36am says:

I'd only show "space" and the logo as a hint, the "Tap ... vault" is unnecessary...

+1 vote     reply to comment
adfjkndjklnhdfs
adfjkndjklnhdfs Dec 10 2011, 5:48pm says:

I don't like the way it looks when he vaults, try having him do Parkour, and make that a speed vault.

+1 vote     reply to comment
TristanParrish
TristanParrish Dec 11 2011, 9:36am replied:

Thanks for the response! I answered another comment on this, but we're basically working it out so it has the right feel. Currently, the system is built around mantling, but we're developing a way for players to switch between vaulting and mantling based on their input. This is just where we are at this stage. We agree that the actions need to get more interesting!

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adfjkndjklnhdfs
adfjkndjklnhdfs Dec 11 2011, 7:10pm replied:

Yeah, the vaults need more flow, maybe you could have a certain button for either mantling and vaulting that would be combined with the space bar. I myself do Parkour and I love games with such movements, like in Mirrors Edge and Assassins Creed. Just please don't turn out like Brink, they had a good idea, but executed it poorly, the maps really were not designed for Parkour, so I recommend if your going to add a somewhat Parkour like system to the game, you make the maps good with it as well, like adding a lot of stuff to climb around on, and jump too. I will be excited to see what you come up with in your mantling and vaulting problem. Also, try adding things such as wall runs, both sideways and straight up, as those could be used to either go over gaps, or to reach higher places. Search up Parkour and try making the animations like it. Another thing, please don't make each player able to be some amazing extremely fit parkour god who can wall run non stop, jump extremely high and far, and can do things most people can't. Of course, you don't have to do anything I just said, it is your game, but those are just my recommendations, and I am looking forward to seeing what this game turns into. Good Luck! And also, if you need any help relating to Parkour, message me and I'll be happy to help!

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TristanParrish
TristanParrish Dec 11 2011, 8:16pm replied:

Thanks for your thoughtful comment! I really appreciate the insight, and we here at Autonomous are committed to creating a polished parkour experience in the end product. We're a small group, so it takes us time to polish content and add large features. We've got a solid plan and you should be able to get a taste of the final result when we release the demo. And no, we're not making all the characters parkour gods!

+1 vote     reply to comment
adfjkndjklnhdfs
adfjkndjklnhdfs Dec 12 2011, 9:43pm replied:

Sounds great!

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Dec 9th, 2011
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