A lot of progress on this project I have 2 maps halfway done and 2 more that are slowly getting to that point.
I'm far enough with this project to works towards finer gameplay elements such as items. I want this game to have a lot of adventure elements and gathering items is part of that. Plus, having loot that the player can find and use makes the levels more engaging and the game more attractive.
I don't aim to make this an RPG hybrid akin to Deus Ex, the game will be too short to really benefit from that and I dont want it to have any clunky interfaces or micromanaging. If there'll be an inventory in this game it'll be very simplistic. I have a few ideas on how to approach this.
An element I really want to have in this game are several cyberdrugs that enhance your character. There should be a variety of those with different effects. For example: Your health regenerates in this game due to the reconstructive nanites in your blood stream, however, I want you to be able to boost your health above 100% if you find power-up items. Here I'll have to look into getting the health to only regenerate up to 100% again once you lose that boost. I'm not explaining it well, but I hope it makes sense!
However! All power-ups add to your characters neurotoxicity level. The higher this value, the more impaired your character. If it reaches a certain point you'll die. There will of course be other collectables to decrease that value. If you spin the idea a little further you can also have contaminated areas or weapons that would increase that value. So many things you could do!
All of this is still in early stages. I did however model such a power up item: Check it out:
There has been a lot of sarcasm on the internet about how so many FPS games tend to send you into the sewers at some point. Me however, I've always enjoyed the sewer level ... and I'm usually including it in my projects ever since.
The sewers are your second option to infiltrate the compound. This is a large, maze like level. While its pretty derelict and partially overgrown, you'll still find operational maintenance areas. Plus it has a crossing where the level branches out in 2 different paths. Its designed in a way that you can either go left or right but not backtrack and go both.
When polishing this level I'll add rats and bugs that crawl around in certain areas! I'm pretty happy with how this early version looks and plays.
I've been debating wether or not I should throw mutant rats into the mix as enemies. they could rush out of these overgrown areas. I'll have to see if thats cool or silly during the beta test. Thats when you get a better picture of the general mood and atmosphere of a game.
The G36 here is the heavy weapon of the kyanic orders security forces. You won't have it in this level though. Acythian won't have too many weapons despite being a longer game. I aim for it to have less than 9, but those'd be rather diverse in how they play. I'm not dead set on this yet though.
Early version of the female lead.
A lot of this level are ghostly, dingy branching corridors.
I'm fond of the normal mapping on this floor.
This is all I got for you today! Next step will be spreading the game on the usual plattforms, let people know it exists (indiedb, itch.io and what not)
I think I've made enough progress to show it to a general audience.
But I'm as always way more interested in hearing what my fellow devs think about it! Please drop me a line and thanks for visiting!