The Beginning: The player travels to the game area to search for a couple of friends that have gone missing. While flying over the area, a malfunction happens to the small Cesna plane you are on, which start to crash. The crash takes a loop around the area, and you get 3 options for where to jump out of the plane. Once you get up from the fall, you start the game, and depending where you fall, the start will be different. These 3 possibilities will eventually join into a single story thread. You will have to investigate your surroundings further, in order to gain more knowledge of the location, and figure out where your friends are. The game is intended as a single player game, and some survival aspects involved with it. Those would be related to task such as find consumable items such as water/food to replenish health levels. The HUD will provide indication on the health/basic inventory items. The HUD could just be as a standard simple UI, or an actual 3d item representation of the device. Exploring: When you wake up after the crash, you do not have a map or any type of directions. Each fall location will have a first mission to be completed right at the start, and you will get a device that will be used as a communication/navigation item. Along the way you will meet friendly characters that will help unravel the story, as well as give you missions tied into the story. The Town: You will eventually come across the main town area. This is where you will find many of the clues relating to you being here, along with the dangers that might get in your way. You will discover more of the story as you interact with NPCs and complete their requests. You will have to avoid certain dangers, while taking others head on. Wilderness: The surrounding area of the town will be a typical northern, conifer forest. Gameplay: This will be a first person shooter / exploration game. All default movements that come with the engine will be available to navigate obstacles/terrain. Stealth mechanics such as noise, distracting opponents, hiding, silent takedowns will be present. When the player saves the game and leaves, they will pick it back up from the current spot. I am also considering a checkpoint save system. ------------------------------------------------------------------------------------ Future plans / survival aspects for the game: The game possibly featuring a full 24 hour cycle. You will have to hunt for food, either by setting snare traps, or by finding a way to create a makeshift bow. Water will have to be boiled in order that you do not get sick. This also implies making fire, as well as not letting the fire die out. Sickness symptoms of either uncooked food or water poisoning will include vomiting(with a dramatic drop in water level) and fainting(with a drop in stamina). Exploring will give you the option to mark POI on your makeshift map (you never know what you can find in the trash). This way you can make it easier to find a water stream to collect water, or where wild critters would gather, for example.
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Metal desk
Here is a metal desk, modelled in Blender, textures in Substance Painter.
Read MoreMorning forest
An example of the the exterior environment encountered in the game.
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