Thoghut I'd take time to talk about what I'm working on and how it's going.
Photophobia
A horror game where the player has to navigate a large research outpost in the dark with dormant monsters lurking around any corner. When the lights come on, the monsters start roaming. This is my first ever horror game and I'll start off by saying I HATE jumpscares. If things are just startling/scary on their own (organic horror) then that's fine. So creeping through the corridors, you're constantly in danger of freezing to death and have to find health and thermal packs. Neither of those stats max out so stockpile as much as you want. When you shine your flashlgihts on idle enemies, they'll wake up and try to murder you. There's no safe place from enemies so you'll always be on edge.
I plan on Photophobia being a game where the map is randomly generated every playthrough, the enemies have randomly generated stats and the puzzles you have to solve are realistic, complex, but easy to understand. It also has three difficulty settings that affect number of enemies, their stats and how much stuff there is to help you.
Screw Graphics! War of the Cubulons!
This game is a parody of both Starship Troopers and America's cultish love of war and violence. The premise is players defend a base against waves of enemies sent by an enemy base. When the player wants to, they can assault the enemy base but it's heavily fortified and is constantly upgrading on its own. The player (and enemy) have a wide selection of units and tactics to choose from. It's an FPS/RTS hybrid where you place buildings and build units while also being on the ground yourself. You have personal upgrades you can get, plenty of weapons to unlock, 5 category of weapons (assault rifles, sniper rifles, LMGs, HMGs and explosives), shield and armor upgrades. Then you have buildings and resources to manage and can place structures that gradually make units over time. The enemy learns from your behavior and does its best to counter you over time. First, it keeps track of how many of X has been killed by what. For instance if your turrets have killed more dudes than you, then it's tactics change to countering your turrets. Then it asks "What turrets have killed the most?" so if you mostly have sniper turrets (hard hitting but slow firing) then it will focus on quick, numerous enemies with low hitpoints but high damage. The enemy will also send dudes at you on a regular but stashes up some on the side for one big assault. It will also send units at you from different angles. You gain resources from your structures and have to convert some resources into others .
The ultimate goal is to have three enemy races that you can face up against and the ability to pull out and use a "Screen" for RTS controls. I'd also like collosal research trees where trying new stuff each playthrough is part of the experiences, even allowing players to play as different races.
Palion Energy Systems (PES)
Have you ever looked at Samantha Carter in Stargate, or the engineering teams in Startrek and gone "I wish that was me but I don't want to learn actual physics..."? Well I have the solution for you: Palion Energy Systems! A ficticious form of science and energy that's easy to get into with tons of possibilities!
In this multigame series, you'll first be in charge of a reactor that uses palion energy. Your objective is to generate power for the base to use as it tries to keep the human race alive. Pulling the lever starts to generate power but also produces heat. When you're not producing power, the heat dissipates. Everytime you use the lever, the stability of the reactor gets worse and if it gets too high, the reactor will overload, causing a fracture in the reaction container. This also happens if the heat gets too high. Stability goes down over time though. When a fracture occurs, you'll have to use a chronocorder to scan the chamber for the fracture. Once found, you'll use a microspanner on the fracture to seal it. Fractures get worse over time and can result in a full beach, exposing you to harmful radiation that will impare, harm and eventually kill you. You'll also have to remember to charge your tools. Part 3 is energy regulation where you'll have to decide how much power to send to what parts of the base. It's up to you to determine how much energy to send based on what you can keep up with.
The first part of the game is just managing that lever and getting good at when to start backing things off since you have to plan ahead. The second part is you then get access to the thermal control facility (TCF) which allows you to pipe the heat into heat sinks. This lets you generate more power by redirecting the heat away from the reactor. This comes with the downside that you have more to manage. The third part is having to manage tools and Energy Distribution. The game is full of panic and resource management and could be described as a horror/action hybrid.
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