HABITAT - VG
A
MaHo
Project
http://www.youtube.com/watch?v=KLfLLMZKa6Y
Game-Description:
Arcade-FPShooter with as many enemies per minute (epm) as possible.
Story:
Who am i? What is this all about? These are the basic questions when you wake up in pale bright white light.
"What is this?"
"A ghost?"
"Nothing."
"I never have seen anything like that."
Dark shapes appear and coming near until the screen is nearly black.
"WHAT THE ... ARE YOU ?!"
Someone rips a field of view out of the dark and gives you legs, smashing you on the ground.
"So you got a vision and legs. Search your path and follow. This is my home, and you are not welcome here."
Chapter I - RISE
...
The game is about exploring a strange unreal world, searching for yourself and your name while you put yourself together piece for piece. Vision, legs, hands, 6th sense, a tool, upgrades ...
You will see the development in Cutscenes and in appearing Huds, completing up to the final optic of the game one after another.
Meanwhile you get hunted by GLAS, the guy that brakes down a war with the TWINS ages ago. Some inhabitants like ONE and SENSE will help you, others try to kill you. Why all this happens and what is your part in this game?... well, we will see when the times come.
Gameplay/Features:
This starts out very slow, all about introducing the enviroment, credits, some puzzles and jump&run.
But then it speeds up and the shooting starts.
Beside the cryptic story it is all about 1 simple thing: EPM = Enemies per Minute.
I try to create a FPShooter with the feeling of the old 2d-arcade classics like R-Type, Gradius, Turrican a.o., so a simple & hard straight-shooter without that much of tactics that are actual used in modern FPS. I dont like the games where a max of 3-4 enemies appear at a time wich you shoot down for 5 minutes. It has to be fast and brutal hard, with masses of quickly dying enemies and really big bossfights.
For example: Killcount (Refeeds) in the 3rd Chapter goes up to nearly 200 in about 5 minutes (speedrun), around 35 EPM, 1 enemy every 1 1/2 seconds. and this is only a half intro-level where the action starts.
I will rise the count up by inserting more bombs and bigger guns, so enemies die faster and i can respawn the next wave > more enemies > more speed > more action > more fun.
As with every good 2d-shooter, enemies enter in waves. when a wave is destroyed, a reward drops (weapon-upgrades, ammo, healthpacks, satelites, lots of different bombs, speedzones a.s.o.). the waves are triggered, so you can drive your own pace most of the time, but believe me: the faster and better you get, the more fun it is.
You only have 1 live for the whole game and NO player-activated saves, only an automatic save at the end of each sub-chapter to hold the tension and dont make it too easy. yes, its a feature.
Further Features for the moment (tested, means i can get it working):
- Multitool (Basic Weapon) with 10.000 rounds, more than 6 different Upgrades (additional weapons with limited ammo)
- Particle-Bombs: cluster, stream/linebombs, crossbombs, circlebombs ...
- Healthpacks (Rehab) and healthzones/ healing characters
- A Compass with direction-HUDs, displayed enemy-warnings and ingame voiceover (6th Sense, its a female character that you carry through the game on your back)
- All different types of additional HUDS (bomb/rehab-markers, satelite-timers, a leveltimer in combination with a killcount (not a stupid killcount but storybased, you will see) a.s.o. )
- text-HUDS and npc-voiceovers for story (in progress, have done it before for a short-movie, so it should work)
- additional \"visions\", means fast,animated huds appearing in the right places to drive the story
- cutscenes (storyboards are in progress)
- railshooter-levels
...
Additional Features with WASP-mod/v1.19 (tested):
- smooth animated compass
- player-speedzones
- forced cam/plr-movement
- body armor
- enemy-radar
...
Graphics:
As you can see, i am a big fan of monochrome pictures and very rare color. its good for this because i can save performance with this style for more enemies.
As the character and following the story, also the world develops, getting more complex in forms and materials with each level.
the graphics-style is timeless, could be a game from ten years ago (remember games called FLASHBACK or ANOTHER WORLD?
) or 100 in the future because i use absolute basic meshes most of the time, just getting more and more complex. we will see how far fpsc can follow.
Music & Sounds:
Electronic/Noise/Ambient, fits to the enviroment.
The soundscape is set up by the actions of the player, means there is a basic ambient theme as backgroundmusic, but beats and additional instruments are part of the enviroment, so when you enter triggerzones, pick up items or kill enemies, additional parts of the soundscape are triggered.
This results in generating a new composed soundscape with nearly each level-restart.
Videodemo1 2011
http://www.youtube.com/watch?v=dk9GOPunQok&feature=youtu.be
ADDITION:
here is my first creation in 3d-business, the basic weapon.
it has no texture atm but i dont need one at the beginning. there are 80 different objects in this mesh, but it uses only 800 polys, giving me 10fps in level3 to stockweapons, so up to 3-4 more enemies with keeping same playability!
HABITAT: Multitool Config 1
(blender/ingame)
Youtube:
http://www.youtube.com/watch?v=5jhxTNxCyvU
SPLINTER enemy-rig, made of half transparent glas-splinters:
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Preview and first-ever interview for WOLF´s BLOG:
http://blacksheepcaffeine.blogspot.com/2012/03/preview-habitat.html
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These are the basics, more will follow. I will update the first posts when i have some news.