Zygote is a first-person adventure video game set in an emerging battle between the attacking Patogens and the subjugated Kinship alliance.
The player, initially ill-equipped to defeat the advancing Patogens, joins the Kinship resistance to master their vital skills and techniques, thus acquiring super-human abilities necessary to triumph over the Patogens, save the Kinship and alter their combined fate.
Zygote’s primary game mechanics focus on the management of player’s vital-signs, use of tactical sensors and player buffs, via the player’s Electronic Surveillance System (ESS).
The ESS monitors the player’s vital-signs to provide an overall health status, and includes:
Every player action, activated buff, Patogen environment and Kinship challenge affects the player’s vital signs in real time. Blackouts or death are a threatening consequence to deteriorating vital signs.
The ESS also comes with a collection of active and passive sensors to monitor the player’s environment, including:
Using the ESS, the player derives a tactical advantage over the Patogens for strategising plans of attack, evasion and avoidance in every circumstance.
The player skills are regularly honed in the Kinship Simulator, boosting their vital-attributes to mitigate any degradation of their vital-signs. The player’s vital-attributes include:
To rescue the Kinship, the player enters Patogen portals on recovery missions for the Books of Zy. These sacred books contain the knowledge necessary to activate the gates between the Kinship worlds. Without the books, the Kinship remain stranded and their homeland vulnerable to future Patogen attacks.
Buffs bestow the player super-human abilities, boosting attributes like running, jumping, strength and telekinesis at the cost of the ESS vital signs.
This balance between managing vital-signs, improving vital-attributes and boosting player abilities is of utmost importance to the player, in order to gain any tactical advantage over the enemy. Get this balance right, and the player transforms into a super-human juggernaut, the antipathy of all Patogens.
Since my last post about Zygote's Angkor Gate, I've been working on a lot of Zygote's mechanics and systems. Today's post takes a look at how the Angkor Gate is activated using the Orbs collected from the Patogen worlds.
The Angkor Gate is a teleportation device imprisoning the player in the Kinship Province. Early in the game, the player acquires an ESS (Electronic Surveillance System) from the Kinship, and with it the ability to traverse Portal thresholds into the Patogen worlds.
The main game objectives center on the player's need to recover the Angkor Orbs from the Patogen worlds, to reactivate the Angkor Gate and escape the Kinship Province. These Patogen worlds are procedurally laid out presenting 3d platforming and NPC battles that challenge the player's progress. I'll publish images and video from some of these levels in the future. But for now, the result of a successful mission is the player's newly acquired Angkor Orbs into their inventory.
The player will deliver the Orbs to the Angkor Gate, after collecting them from the Patogen worlds. Together, the Orbs combine to activate the gate and teleport the player to the penultimate level, where the player will learn their ultimate fate in their final challenge.
This work-in-progress is nearing a point where a vertical slice (alpha) will soon be available for playtesting to a limited audience. I'll be inviting my Twitter network and local gamedev community to regularly playtest this private build as I near a public release.
I'll be continuing to add level sectors (small level geometry used by the procedural level creator), NPCs, weapons and buffs over the coming months. And more playtesting versions will be made available.
Until next time,
I'd love to do a bad family xmas card, each of us looking in diff dirs, I'm half-sitting, wife's sneezing etc Then give it to family on xmas
Nov 25 2014, 2:26pm by cfantarella
@Jupiter_Hadley No worries. Thanks for the email. I'm out the office for today but I'll be in touch very soon. Have a great day.
Nov 24 2014, 5:31pm by cfantarella
I wonder if I should try this projection-painting technique on a wall in our new house. T.co
Nov 24 2014, 2:23pm by cfantarella
RT @joeparlock: Looking for at least 8 more streamers to take part in a streaming charity event on the 20th and 21st December!
Nov 24 2014, 1:27pm by cfantarella
Developing system to manage NPC battles. The alpha ver. Final Battle tests this system. Later, it will be used in other battle sequences.
Nov 24 2014, 1:24pm by gamesofedan
Nov 24 2014, 1:21pm by gamesofedan
Working on the Battle Manager. Maintains battle state & spawns npcs. Used for final battle. Will also be used for other sequences later.
Nov 24 2014, 1:20pm by cfantarella
Playing w/ stylised aesthetics for the portal levels, because I'd like to try a non-realist 'look'. Experimenting like a mad scientist.
Nov 23 2014, 2:30am by cfantarella
Early Access rule changes attempting to ensure games don't suck. T.co
Nov 21 2014, 11:37pm by cfantarella
I'm off to say hi to the fat boy. Santa, here I come.
Nov 21 2014, 4:35pm by cfantarella