Maya Smallwoods is an undercover crime investigator recently reassigned from S.C.O.N.E.S. (Secret Covert Operations 'n' Exceptional Skills) to aid the local police force with their growing crime problem.
Ride and repair cars, stay hydrated, eat healthy, gather evidence, and apprehend criminals, all in this very Interstate '76-inspired game! :3
789 is a game that draws a lot of its inspiration from games like Interstate '76 and GTA:SA, as well as a few Tarantino-movies, most prominently Kill Bill, From Dusk Till Dawn, Jackie Brown, and Pulp Fiction. The game is within the same universe of Catmouth Island, featuring the police lady (Maya Smallwoods) in her time before she got reassigned there. The title is a reference to the three decades it draws inspiration from.
Development is currently being done by Quakeulf (Øyvind Sørøy), with additional external audio support by Christian Antkow (thank you so much for your help). The game was started in 2014, as a potential sequel to Catmouth Island, then it gradually shifted into a more standalone game. Due to work and other obligations that eat into the development time, it has gone very slow.
The architecture is inspired a lot by Googie and Dingbats, and has been brung forth with a bit of help from Alan Hess and Chris Nichols (thank you so much for your help).
This is still early WIP in progress, but more details will emerge as the game evolves, so please be patient! ;w;
The game will be released for free in WebGL and gradually updated whenever possible.
This is the first post of this game. :3c
It has now come to a stage where I feel I can show it off a bit more. Hereby follows two videos of the game to showcase the day and night cycle as it is right now. Everything is early WIP in progress, so expect some changes.
Here is a video of the game with a very quick day/night cycle to show how it looks:
...and here is a video of night time driving to show how it looks as well:
Currently the lighting (except for the sun) is done using meshes with stencils. It is supposedly simpler to use SDFs for this so I don't have to use three passes per shape, but I have yet to figure out how to do it...
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