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,
Sep 20 2014, 1:57am by gamesofedan
@AidenBainsGames Thanks :) Zymo/Numb aim to test some of Zygote's core systems & procedural level generation. Might also develop them later
Sep 19 2014, 8:53am by cfantarella
Springtime and these blackbirds just hatched. Their mum if off hunting while we wait for the lazy third one to hatch. T.co
Sep 19 2014, 4:27am by cfantarella
@BlackIceTheGame So I'm including info in the DamageData class to specify what 'type' of damage it is etc. Then decide what effect it has.
Sep 17 2014, 12:31am by cfantarella
@BlackIceTheGame Yeah, that's where I'm at too ;) I started w/ UFPS plugin many iterations ago, but refactored my code base a lot since.
Sep 17 2014, 12:29am by cfantarella
Working the Damage-Handling mechanics for player and other objects. Generalising the handler so it can process different damage 'types'
Sep 17 2014, 12:24am by cfantarella
Sep 17 2014, 12:15am by cfantarella
Sep 16 2014, 9:38pm by cfantarella
Sep 16 2014, 9:06pm by cfantarella