The world is collapsed after an epidemic of previously unknown biological threat. Its spread is extremely high - most of the population has died, governments have fallen; the world ruled by anarchy. Only a dozen of countries (that managed to close all borders on time) were saved. But they also face the threat of extinction: the first cases of a breakthrough of quarantine appeared.
In order to save the planet from complete destruction (or to change reality), the governments are sending a specialist to the very first quarantine zone for finding out what exactly happened there. He is quiped by the latest development of mankind - a device that can look at the world in the 4th dimension and affect on it with the help of gravity. Using this device, he have to return to the past and check all possible scenarios that could prevent the catastrophe.
You play as a specialist who arrived in an empty ex-quarantined zone (residential complex), in order to explore previous events. The player has a time (4th dimension) control glove, which allows you to see the "ghosts" from the past. The player does not hear their voices clearly and cannot interact with them, but he/she can rewind time (just like a video: slowly at first, but then faster) and stop it in the right place. Rewinding works both forward and backward.
The player can also influence a part of objects from the past, and thus he/she can see how they change the events of the past. For example, he/she can close the door to the entrance/apartment, or turn on the water in the bathroom and make a flood. Some actions do not cause any effect; others, on the contrary, make everything worse - and only a few actions can lead to a positive outcome - the infected person will not leave his apartment and save humanity.
Alternative way of time traveling. I developed a special concept of time machine which rather let you travel in 4th dimension than in a real time. It gives interesting results.
One of the biggest time manipulation experiences. The ultimate goal of the game. Explore over 10 days of past, fully accessible and rewindable.
Time simulations and multiverse. Affect on the past and try to make it better. Over 15 versions of past and 5 versions of the storyline finals.
Non-linear exploring and narrative.You won't find anything that you have to know in the end or in the begging of this games. Each detail is important.
Tiny open world full of secrets. My goal is creating a super detailed brutalist style living complex where each square meter will tell you a story.
Abstract experience. You see the past but in very abstract form; you will never know what exactly it means. Use the environment to get the context and do right actions.
Bonus Feature:I'm recording the ENTIRE process of creating this game from scratch, so I'm going release it as standalone course later, and give you a unique footage.
Let's continue my devlog of this project.
Today, we will talk about HOW to adapt a real location to the requirements of game design and not lose its realism.
So, I made my location from 3 buildings and a playground in the center between them.
I have come to the conclusion that a realistic version of the corridor outside the buildings does not suit me. One of the reasons is that it will be impossible to create a mystic or horror atmosphere which would be a great addition for vibes of this location.
And another question appears - how to create a staircase without particularly changing the plan and appearance of the building?
In normal cases (and in original buildings) a staircase has 2, sometimes 4 parts of ladder.
However, in our case, it is physically impossible to implement, because apartments are located at ground level, and making two parts of stairs or making a separate rooms for staircase is not our way...
But you know? Brutalist buildings are great because they exist in incredible numbers of combinations. One of these combinations of stairs, and fit me. It has only one part and fits perfectly into my hallway.
This is how it looks in practice.
Now, let's talk about the main problem in my game that I barely considered in the beginning. That’s assets from the Unreal Marketplace.
The point is that modular assets are a big unknown and randomness for your project. Especially in architecture field. Of course, before buying, you’re able to look at screenshots and even videos of these models, but in our case this is not enough. You will only be able to realize how well an asset fits your location when you start actual building of a location out of them.
That thing happened to me as wel. I thought that 70-80% of the entire game I could create from completely finished assets without changing them in any way, but unfortunately, most of the assets do not suit me. Somewhere the dimensions do not fit, somewhere the textures, and somewhere it is even necessary to combine several modules into one.
I've attached above several examples of Before/After assets. I think the difference is noticeable and you understand how long it took me to modify them.
And finally, some progress. Here I am already showing you the finished facade from these modules. More about it in the next part.
Keep in mind, that I have much more progress at that moment! Please, check my game page to look at the current screenshots.
You could also follow me on Instagram (for now, only perosnal page),
and look at my current progress.
In this article I'm going to show you how to create imaginary but realistic living complex interiors without any concept art needed, plus, how I'm using...
In this article I'm going to show you how to create imaginary but realistic worlds without any concept art needed, and based on real life locations.
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