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Coyrestaurado

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A member registered Dec 07, 2022 · View creator page →

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Hello, hello!

Here's a new development update. This one is much more focused on design, so I've split everything into sections and everyone can skip to whatever interests them most.

Additions and Fixes

  • Added a visual landmark to improve player navigation.
  • Redesigned the first area of the map using level design techniques.
  • Redesigned the moral choice HUD.
  • Applied materials to the landscape.
  • Reconfigured the AIM/ADS system.
  • Created and implemented the beacon models.



  • Created the second moral event.
  • Applied general fixes and improvements.

    GUNPLAY:

Reflections

Like every developer, I have a mental collection of mechanics and solutions borrowed from games I've played over the years. Most of us who have spent a long time gaming, even without any development experience, instinctively understand where objects should be placed, where menu buttons should go, or how a feature should generally work.

We've also spent years watching game design videos, dreaming about the day we'd create our own games.

Even so, I've had to study level design more seriously. The main reason is that the setting is a forest, and honestly, even I sometimes get lost in it. Although there is a locator integrated into the character's diegetic wrist HUD, it isn't always visible, so players can still become disoriented.

To address this, I've implemented what could be described as "breadcrumbs" in the form of cloth strips hanging from trees. Besides serving as visual guidance, they also have an in-universe explanation: the previous inhabitants used them to mark shelters during their retreat.

I've also worked on spatial guidance. Players naturally tend to move toward areas with less visual noise, so I've taken advantage of that behavior to subtly guide them through the environment.

Finally, I've added a visual landmark. Many games that revolve around reaching a specific destination use this technique to orient the player and create a sense of progression as they move closer to their objective. A classic example would be the Citadel in Half-Life 2.

Technical Section

Brrrrp... Brrrrrrrp... 404 Not Found.

(Not much to report here this time.)

Looking Ahead

  • Fine-tune the AIM/ADS system.
  • Redesign the second area of the map.
  • Redesign the weapon selection system.

    Thank you so much for reading all the way to the end                
                         🐱‍👓🧡


    https://coyrestaurado.itch.io/rattenkorps-example

I'm primarily an Unreal Engine developer, but both engines share a lot of similar concepts under different names. In Unity HDRP, I'd suggest experimenting with Exponential Fog and volumetric fog settings. I think it could add a lot of atmosphere and depth to the scene.

That said, it already looks great as it is. You should be proud of what you've achieved so far, you've done an excellent job
                                                 🧡🧡🐘

Yes, I totally agree with you. For now, the ambient sounds, music, and other audio components are free resources from the internet. Over the years, I’ve met a lot of people in the audio field, so once everything is more complete and it’s time to work on the final details, I’ll ask for their help, just like I’ll do with the illustrations.

And thank you so much for highlighting the gameplay. Right now, I’m really trying to carefully polish the movement, shooting, and the different actions that players will be repeating constantly, so hearing you point that out makes me feel like I’m doing things the right way.

And above all, thank you for the support you’ve been giving to the Pepper project
                                                   🦋🦋🧡

Love 🧡🧡🧡

RattenKorps — A Tribute to Mad World

Why do I sometimes need to take a break… Mad World was a trailer that really marked my journey as both a player and a developer.
Muaak,,, Muaaaak,,,

"This is also part of the development. I’m not going to be sweating and writing commandments all the time either"       
                                                        🧡🥺     
(1 edit)

Hello, hello, hello.

I’ve separated everything into sections so everyone can jump straight to whatever interests them most.

<strong>Additions and improvements</strong>

-Added weapon customization system



-Added helmet module selection system (perks)



-Created curved distortion effect for the HUD

-Added distance meter in location selection

-Optimized enemy CPU load (mainly by disabling procedural movement and other unnecessary processes at distance)

<strong>Design reflections</strong>

I’ve been thinking quite a lot about the game’s structure.

While testing, I realized that once the support packages arrive and the player returns to the bunker, following the world first design logic, extraction should happen as soon as possible.

It would not make much sense to force three or more filler objectives just to artificially extend the experience. That would only weaken the main tension of the moment.

At the same time, I also realized that the player needs a short preparation phase.

That is why, before extraction, the player will receive a small customization package for the Sturmgewehr 44.

The rifle will feature 3 customization layers, each with 2 possible variations.

For example:

Choosing between a laser sight or an attached flashlight

In addition, I have designed 3 helmet expansion modules (perks), inspired by different military doctrines from the central Oberkommando.

Reconnaissance

Focused on improving environmental awareness and detection.

Intelligence

Focused on tactical information and anticipation.

Shock Forces

Designed for a more aggressive and direct approach.

The idea is simple.

I want to give the player a brief moment to stop and think:

“This is the loadout I have chosen to escape.”

I do not want this section to feel generic.

<strong>Technical side</strong>

Since the weapon customization system was never meant to scale to multiple weapons or a large number of components, it was relatively straightforward to design.

I was able to avoid dealing with:

data tables

complex structures

overly abstract modular logic

Instead, I went for something much more direct and practical.

The truly infernal part was drawing those cursed connection lines on screen.

Finding a way to make them work properly with:  the camera, the locomotion system rotation, the projection of the 3D weapon onto the HUD was quite a battle.



In the end, I solved it in a rather brute force way. I temporarily removed possession from the player, transferred it to another actor, and worked from there. After that, I had to convert the weapon sockets from 3D space into HUD coordinates in order to draw the lines correctly.

In Unreal Engine 4, at least for this very specific case, there is practically no useful information or clear documentation available, so it ended up being a matter of fighting through it with trial and error until it worked.

Thank you very much for reading all the way to the end    
                              🦐🦐🧡


https://coyrestaurado.itch.io/rattenkorps-example

I wish I could try it in a more advanced stage, I really like the art
                                             🐭🧡

Eeeeeeeeeeeh mil gracias... ayer me enseñastes una nueva plataforma no la entiendo mucho ,, pero es emocionante para mi.... ojala no se te ponga muy cuesta arriba por el tema idiomas 

Me he vuelto medio loco en los tendederos ,, pero en si tiene mucha alma, el pixel art me gusta tambien, las referencias de ese estilo,, la decada de los 80-90 ,, el ataque cromatico esta genial, normalmente cuando opino toco mas las bolas al Dev con consejos y opiniones ,, en tu caso estas muy avanzado y el proyecto es demasiado integro... "Lo unico es una gran tonteria pero ponerle sonido a los pasos y un pequeño efecto mejoraria el coreloop de desplazamiento, te pasas bastante rato desplazandote de un lado a otro, necesitas a mi gusto algun estimulo gratificante al andar" 
Ante todo es un gran trabajo 
Algo hay que hacer con los devlogs por que el juego es bueno, ya sea 20 mnts o te lo pases entero se nota el cariño, se merece mas feedback sin duda para que puedas mejorarlo y incluso hacer sacrificios por parte de los jugadores,,, y lo tienes traducido con el trabajo que lleva 
puede que en vez de traducir el devlog como lo estas haciendo ,,, lo pones todo primero en ingles que es el publico principal de esta plataforma "casi de todas" y luego abajo al español ,,, es preferible no confundir a la gente que habla ingles y que no se tenga que forzar en nada al leer tu devlog, a agradar a 4 hispanoablantes que somos ,, pero esto tomatelo como mi teoria ojala existiera una receta infalible
                                                              🐦🧡
            

Great game!!! 🦘🦘🧡

I really like everything, you can clearly feel the obsession and enthusiasm behind it. Honestly, I don’t really know how to evaluate it properly, or even give you ideas

When I was a kid, my brother, who’s 10 years older than me, had this tabletop RPG book called Aquelarre set in medieval Spain
I never actually played it, but I remember spending hours reading it, all the creatures, weapons, stats, imagining matches, characters, and stories
For a moment, looking at everything you’ve done, it transported me back to that time, so from me, it’s a 10/10

                                             🦘🧡

Cool,, great idea and project !!! 🧡🧡🧡

Hello,, hello ,, hello and do you like pizza too? And what flavor? Pepperoni?

I’m losing my mind already, it’s happened to more than one of us, I close my eyes and see code, XD

I’ll split it into parts again, everyone can skip whatever they want

Additions and bug fixes

  • Added a moral implication mechanic ,, it’s a small moral choice I’m only trying to create a small emotional bond where you should assist and sympathize



  • Added information to the arm HUD, it helps enter the context and adds some depth



  • Added extraction principles, localization, dialogues since it’s the next phase of the game it still needs more work



  • Fixed errors in the arm HUD, and small general inconsistencies in the game
  • Cleaned the scenes in general both debug warnings ,, as well as the game HUD itself
  • Added the first story event using the tools created from the hunting director (My little aberrations obey my orders)



Surely I’ve done more things but I don’t remember

Reflections:

I’ve had a critical point, I’ve gone blank looking for more mechanics, more filler, the eternal sin,.

More or less understood that the game is almost already structured the more I try to climb the tree the more I’m going to leave my ass exposed,, in principle you can already reach the extraction point which would be the victory condition

I think I should focus on making that escape memorable, like the green smoke from The Rock movie, not making you stay in the forest acting like an idiot going from one place to another epically

Really using the logic of World-first design the most normal thing is that if they’re not going to leave you to your luck they would try to rescue you fast and as soon as possible

"World-first design is a development approach where the world, its rules, and systems are defined first, and then the gameplay mechanics are built around that environment."

So what I have left is to deepen ,, polish,, fill out that escape, make an ending worthy of mordor

I know how to make shooters but I’m not a regular shooter player ,, I’ve asked around and normally if you have movement ,, hip fire and aiming down sights ,, in many games a quick press is hip fire and if you hold the button you go into sights, because using Tab for ADS would be diabolical leaving it like that

Technical part:

I don’t have anything memorable to tell and this is my favorite part

Thank you very much ,,if you made it this far     
                         🐏🧡

https://coyrestaurado.itch.io/rattenkorps-example

The game has potential. The aesthetics and concept are great, but sometimes players get frustrated very quickly because hip firing can feel inconsistent, since there are no clear references

To improve it, you could

Use a raycast with feedback at the impact point (VFX, sound, etc.)

Add a crosshair that reacts to shooting (hitmarkers, color changes, animations)

Implement a simple ADS system using two cameras or blending to give more precision

It would also be good to add a short intro or tutorial so the player quickly understands what to do, without overcomplicating things

I’d love to see the idea of a “Call of Duty Zombies in an elevator” evolve further 
                              🦦🧡

Great, really great. I’ve been looking into it, and your engine actually does something interesting: the Common Events automate the global logic. Structurally, I’m not entirely sure how it works internally yet.

I was also checking the wiki:

28: Set the number of materials to “2” in Material Reduction.
29: Assign a texture atlas resolution.
30: “(!) Placing multiple models with large texture sizes on a Bakin map will affect the processing speed of the editor.” Please determine the size you need for your project.

And also this parameter:
float shadowmapScale; // Dynamic resolution of shadow map

Have you already experimented with these kinds of parameters?

Anyway, this is very good news. Just let me know whenever you want, and I’ll test it.
  🧡🧡🧡

Oooooh thank you so much for stopping by here, I remember now. Maybe I should have explained it better when I mentioned the lighting policies. Game engines usually use a lightmap for the meshes you import, and actually for all meshes in the game. The resolution of that lightmap can usually be adjusted.
The problem is that engines tend to use default values out of the box. In my engine the default resolution is 64, which is not that high by itself, but that same 64 resolution is applied even to a simple imported cube.

If I instance 34,000 cubes at 64 resolution, the game itself does not suffer in runtime because it is precomputed lighting, but the problem comes when precomputing it, and that is when performance really suffers.
In Unity I would know exactly which parameters control this, and also in Unreal, but in Bakin it is difficult for me to find the exact parameter. I hope I am not mistaken and that this helps you.

Great project!
    🧡🧡🧡

Yesterday I saw it and ended up not getting to try it… I had to let it load for a while. It obviously got “stuck,” but it’s due to the engine pipeline. I left it like that for a good while and then restarted it; on the second load it only took a few seconds. That has happened to me in one of my own projects, so I roughly know what to do, but not everyone does (I’m not sure how the engine you’re using works, but it could be related to precomputed lighting policies from what I’ve looked into.)

Overall, the game’s quality is very good: the humor, the art, the mechanics. I haven’t been able to dive too deep into it, but based on how cohesive it feels, I’m sure the combat has layers of complexity

Given the overall consistency I’ve seen and that this is a first project, I hope you have a great future as a dev
                                                                                   🧡🧡🧡🧡

That’s really cool, I’m looking forward to seeing how it progresses
🤗🤗🤗

Since I had no idea how the hell this community section worked, I created this post a while ago, but I didn’t keep the thread updated, so it got lost. I think it’s necessary to add it back to the thread, since it’s the soul of the project    👾👾👾

Technical Document – Project Development

This project has been developed using Unreal Engine 4 (version 4.26), a choice motivated by its stability and maturity compared to newer versions of the engine.

Version 4.26 allows for more direct control over shading and lighting policies, as well as efficient management of large volumes of instanced elements within a level. This is particularly useful for optimizing performance in scenarios with high element density.

At the animation and movement level, the project integrates procedural locomotion systems. On one hand, an enemy system has been reused, currently without official support, adapted to the needs of the project. On the other hand, ALS V4 (Advanced Locomotion System) has been incorporated for characters.

Regarding artificial intelligence, the architecture is inspired by the approach used in the video game Alien: Isolation, Left for Dead 2. Each enemy entity has its own autonomous AI, based on the management of internal stimuli that allow fast and dynamic responses to the environment.

On this basis, a central state machine called the “Hunting Director” has been developed, whose function is to coordinate and modulate the behavior of the different AI systems. This system acts as a higher-level control layer, generating stimuli and directives that affect subordinate agents, enabling emergent behaviors and group coordination.

Additionally, tools have been implemented to facilitate group direction and the management of global dynamics within the game environment.

I’m also leaving a few random GIFs here









Thank you very much for the attention, beautiful people
                                        🦔🦔🦔

https://coyrestaurado.itch.io/rattenkorps-example

(1 edit)

If you need help, just holler at me, okay?
https://coyrestaurado.itch.io/


Hello, hello.

I’ve been diving pretty deeply into the project lately, so I’ll leave the devlog separated into sections so you can ignore whatever doesn’t interest you

Additions and fixed issues

Character health system added

I added the weapon core loops, along with the beginning of the ammunition system




Added a new group action to the Hunting Director: Attack and Retreat

Fixed an issue where the spiders would remain static when entering attack behavior. Basically, I created a distance tolerance, but I never connected the result back to the actor... so yeah, sometimes I’m that smart

I also added a limited use emergency system. If the player’s health drops below a certain point, a series of flares deploy to intimidate nearby enemies

Thoughts

I really like the Sturmgewehr 44 (WW2 assault rifle). Enemies react to damage depending on their behavior, so if you have enough ammo, you can keep them at bay, which was one of my main goals

The downside is that, even if it is not extremely powerful, it is still a damn assault rifle, and in a horror game that needs to be handled carefully

Still, I think it has to stay. What kind of command or military support sends you into a situation like this without a proper weapon? It would feel absurd if they left you with only your standard sidearm

I also keep integrating more interface and gameplay information directly into the game world itself in order to preserve immersion. It is more complicated to develop this way, but it is the direction I want to keep following

Technical side

Nothing particularly crazy here. When I first started programming, the first things I worked on were shooters because that was where most of the good information and tutorials existed, so it is something I have revisited many times over the years

The health bar itself is a dither texture where I manipulate coordinates, movement, and procedural band generation to create that visual effect

Final thoughts

I do not think I should keep expanding systems too much for now. I believe I should focus on progressing into the next stage by defining player objectives first, and then building only what is truly necessary around them

As always, thank you very much for your attention

                              🦅🦅🦅
https://coyrestaurado.itch.io/rattenkorps-example

Thanks so much 🧡🧡🧡

Hello everyone again, I just can’t sit still
God as my witness, the next thing I’m doing is the weapon core loops




I’ve been deeply focused on the HUD lately, and honestly I’m really happy with the overall result so far
I’ll keep posting updates
                                      🐦🐦🐦
https://coyrestaurado.itch.io/rattenkorps-example
(3 edits)

Hello everyone.

I’ve decided to start organizing updates a bit better for the public side of the project. I guess I’m often too technical and not very “human” when explaining things.

General

Right now I’m working on creating the mechanics that I believe are necessary for the project itself, while also adding some early objectives and guidance so people trying the game can have an experience closer to what the final game is supposed to feel like.

I added a HUD integrated into the player’s arm. I think it fits this kind of game much better. Everything is still heavily work in progress, polishing will come later.

I also added a zone locator inside the HUD. It’s not something particularly complex, but I personally prefer it over a traditional minimap.

A basic dialogue system with high command has also been implemented.

On top of that, I added a delay to the Hunting Director spawn so enemies are not immediately on top of the player from the very beginning.

I also added a Sturmgewehr 44, a German assault rifle from World War II. The full shooting logic has not been implemented yet.

Bugs

Aside from the usual bugs that can appear, things are generally pretty stable.

The damn spiders and the double-layer AI are still a pain to deal with. When they enter attack state, they sometimes remain static. Right now I have AI work somewhat parked to the side; once I fully dive back into it I’ll fix it. The problem with working on AI is that you never know when you’re getting out of it.

Next Goals

  • Polish the shooting system core loops.
  • Add decals, recoil and shooting animations.
  • Implement the full assault rifle logic.
  • Add player damage and healing systems.

I’m also trying to find a way for the player to better escape or reposition during encounters. Right now the system feels pretty unfair.

I like that the spiders behave organically: some harass the player, others stalk, and sometimes they attack in groups. The issue is that when the Hunting Director and several spiders attack at the same time, the player currently has almost no room to react.

Technical Side

The arm-mounted HUD was made by modifying the curves from the default lighting overlay.

The HUD itself is actually two combined interfaces. The text layer uses custom depth so post-processing effects like dynamic resolution and pixelation do not affect readability.

Hartmann’s sprite was created using an animated 3D model combined with a post-processing technique to pixelate it. This usually allows for smoother animations and a higher frame count.

A well-known example of a similar technique would be Dead Cells.

Thank you very much for reading this far. If you made it to the end, you’re a brave one
                                      🦦🦦🦦
https://coyrestaurado.itch.io/rattenkorps-example

Obviously the new one is better… even the health bar has less detail, but the color and the overall consistency with the rest make everything look better
    🦘🦘🦘

It still needs quite a bit of work, but I understand these are your early days. It’s very colorful, and the sense of speed is also really good. Overall, I really liked it a lot.

If you wanted the gameplay to feel more like an aircraft, you might want to look into physics, especially applying forces through torques, and also learning how to interpolate vectors. Simulating aircraft properly is actually quite complex when you’re starting out.

It could also help to pull the camera further away from the aircraft to improve perception of the environment and spatial awareness.

That said, you already have functional enemies, you’re using post-processing effects, I’m not very familiar with Unity, but I assume you’re working with deferred rendering and lighting techniques that look really good, and an endless level system.

Overall, a very solid first project.
               🐬🐬🐬

It’s a nice game, and with good execution it has potential. Maybe the driving difficulty curve is a bit steep at first impression, although it’s true that by the second lap it already feels much better to drive. Still, that might make some players drop it at the beginning, even though personally I find it rewarding.

Adding NPCs would be a big step forward, but without getting too deep into that just yet. Instead, you could implement a more dynamic movement system using Bézier curves or Catmull-Rom splines (I’m not entirely sure of the exact name in your engine), or even improve the system with waypoints so the movement doesn’t feel so static. If well tested, that could give a much more natural result.

A while ago I prototyped an autonomous vehicle locomotion system, and what gave the most realistic result was precisely that approach: smooth routes with control points. I’ll leave the example here:
https://www.youtube.com/watch?v=h9yWlw6ydv8

Overall, the game is in a very good state. Even with just three maps, a bit of progression system, and NPCs, it would already work well.

Finally, I wonder if you’ve considered changing the design of those areas where you have the “safety reinforcements” on the curves. Instead of punishing the player, you could let them use them as a help or even a driving advantage.


I’ve been testing it and the vibration feels fine, no worries. In the end, everyone will tell you something different; I even saw static NPCs right at the beginning.

I’m not exactly sure what you mean by “Completion % mechanic.”

Overall, I like the idea quite a lot. The reward feeling from solving puzzles works well and makes you want to keep progressing. That said, I still feel like it needs a lot more progress and polish.

It would probably help to reinforce some aspects of the core loop: adding effects or sounds to movement, a slight camera shake in certain moments, etc. Coins, for example, should definitely make a sound when picked up.

It would also help if the different areas were a bit more visually distinct, so the player doesn’t have to stress their brain too much while navigating and can quickly recognize places they’ve already been to.

The concept is already fairly broad and honestly not bad at all; it just needs more polish.
                                                         🧡🧡🧡

You don’t need to try anything of mine, don’t worry.

The sound and atmosphere you’ve created are wonderful. The idea and concept are also great, and I can see that the project already has several layers of depth implemented, and quite complex ones at that. Not all developers can aim for something this technical, which is what makes it stand out in my eyes.

You also already have the most difficult part built.

From first impressions, I do feel like it needs a bit more guidance at the beginning. As players, we can sometimes be a bit clueless, and we need a balance between being taught and not being hand-held too much. A bit more reinforcement around the core loops would help, whether it’s navigating the menu, mining, or movement itself.

I really like the idea of the lateral engines. Even so, in this kind of game you’re going to spend a lot of time moving from one place to another, so I hope you can find a point where traversal feels really satisfying.

Bugs:
Fix that annoying start bug where you move like crazy, and the meteors going wherever they want, haha (it hurts the first impression). That’s the most important one.

Very good work, honestly
🧡🧡🧡🧡

Hahaha, I’m probably not the best person to give feedback on language, and you’ve caught me at a moment when my brain isn’t exactly running at full speed 

But the core gameplay loops are really satisfying. The UI/UX is also very pleasant, and I think the choice of pastel or desaturated colors is very appropriate so as not to overwhelm the player, especially since it’s a logic-based game.

It might need a bit more of a twist in the progression to make it more addictive, but this isn’t really a request for improvement or anything like that. It’s already perfect as it is.
🧡🧡🧡🧡

I really like how polished it already is. My native language is Spanish, so I haven’t been able to fully dive into it, but it’s not your fault at all, and it’s not that it needs to be translated into Spanish. In fact, I think it might even be better this way, as I can give you a different kind of perspective.

I think the first room scene is a bit saturated ,  lighting, effects, ambient sound, etc. Some players might like it, others might not. Since it’s the first playable section, it might need a softer redesign.

I really, really miss the sound of the player’s footsteps, even if they were very quiet.

Other than that, it might sound silly, but it reminds me of The Addams Family game for the SNES. It’s a great project, and you can tell there’s a piece of your soul in it. Keep going like this.

Hallo mein Freud,

I have several games, and some of them are fully translated into Spanish. The available languages are even reflected in the thumbnails. I am learning German, my mother was German and I have citizenship rights through descent. I would gladly translate my games into my mother tongue as well.

The problem I see is that translation can be very tedious in many engines. On top of that, German UI text does not take up the same space as English, so you have to adjust the UI and UX. And to make things even more complicated, the main language on itch is English.

To top it all off, without even promoting myself hahaha, I am working on a game about Germany, the second one I have made. In this one, the dialogues are originally in German and then translated into English. I am sure there are more like this out there, but you cannot find them. 

(5 edits)

Technical Document – Project Development

This project has been developed using Unreal Engine 4 (version 4.26), a choice motivated by its stability and maturity compared to newer versions of the engine.

Version 4.26 allows for more direct control over shading and lighting policies, as well as efficient management of large volumes of instanced elements within a level. This is particularly useful for optimizing performance in scenarios with high element density.

At the animation and movement level, the project integrates procedural locomotion systems. On one hand, an enemy system has been reused, currently without official support, adapted to the needs of the project. On the other hand, ALS V4 (Advanced Locomotion System) has been incorporated for characters.

Regarding artificial intelligence, the architecture is inspired by the approach used in the video games Alien: Isolation and Left for Dead 2. Each enemy entity has its own autonomous AI, based on the management of internal stimuli that allow fast and dynamic responses to the environment.

On this basis, a central state machine called the “Hunting Director” has been developed, whose function is to coordinate and modulate the behavior of the different AI systems. This system acts as a higher-level control layer, generating stimuli and directives that affect subordinate agents, enabling emergent behaviors and group coordination.



Additionally, tools have been implemented to facilitate group direction and the management of global dynamics within the game environment.

Thank you very much for reading it. Any advice, suggestions, or interest are greatly appreciated
                                                              🧡🧡🧡

Hello everyone,

After years, this is the first time I’ve felt ready to post something here.

I’m working on a horror and action project set in the Black Forest in Germany. The idea is to create a short experience focused on immersion and tension, where the main objective is to escape.

The project is still in an early stage, but it already has a solid playable foundation:

  • Shooting system and stealth mechanics implemented
  • A large, dense vegetation environment
  • Enemies with dynamic behaviors

Both the player and the enemies use procedural locomotion systems, allowing for more organic movement. In addition, the AI is designed in multiple layers to create varied encounters, inspired by titles like Alien: Isolation and Left 4 Dead 2.

PROCEDURAL MOVEMENT


ARTIFICIAL INTELLLIGENCE

PLAYABLE ZONE


Right now I’m focused on further expanding the gameplay and shaping the game’s objectives.

Any feedback, advice, or even just interest is greatly appreciated.

Thanks for reading!

       🧡🧡🧡


Proyect Link  👉  https://coyrestaurado.itch.io/rattenkorps-example

🤍🤍🤍

Stupidly beautiful… a great game

I liked it quite a lot. Technically, it’s very well done, I’m not really sure how you created it. 🦥🦥🦥

❤❤❤

Thanks a lot 🦦🦦🦦