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SETI - First Person Quest

A topic by Fakov created Aug 26, 2020 Views: 203
Viewing posts 1 to 1
(3 edits)

Platform: Unity
Genre: Quest / Adventure/Walker
Readiness:  ~40%
Production: In my spare time.


Synopsis

The protagonist of the game is sent to an island in the boundless waters of the Pacific ocean to the Observatory, for restoration work - shortly before, the radio telescope that tracks the reflected echo of rapid gamma-ray bursts from distant star systems, failed. However, the island where the Observatory is located is not in a hurry to meet the scientist with warm hugs - despite the tropical and Sunny climate, the atmosphere on the island for some reason causes a sharp sense of loneliness. And this feeling is only reinforced when it becomes clear that there is not a single soul on the island, and the Observatory itself is de-energized. As a result, under the lagging(due to lousy communication) recommendations and messages of an ironic colleague from the "big earth", the protagonist will have to figure out what happened on his own and restore the operation of the radio telescope.


Gameplay

The game is conceived as a quest in the classic sense - a linear plot and puzzles of the level "solve the key" and "find the right switch". No NPCs are supposed in reality - the player will be completely alone on a large enough island.
Among the features-the primitive physics of the surrounding world, which allows you to interact with objects such as boxes, barrels, boxes and other junk - all this can be dragged from place to place and drown in the ocean, throwing off rocks.
There are several main locations:
The first dock with warehouses - here the player will start his incredible journey. May be.
The second berth is a berth for the shipment of fuel for generators and batteries.
Residential complex - a small residential building for the staff of the Observatory.
The radio room and the radio telescope itself are the actual control panel for the telescope.
The lighthouse is a spoiler, but according to the story it is supposed to be the penultimate game location.
Underground electrical substation - a fantastic and small structure hidden in the depths of the island, and responsible for powering the radio telescope.
Construction yard "almost" not involved in the plot location.
The ultimate goal of the game is to restore power to the island, start the telescope and follow all the instructions of an annoying female voice from the tube. I plan that it will take about an hour of game time. Or something like that.


Some facts

It's a Unity. And this is mostly a game dev experiment on this engine, since I haven't done anything on it before. I chose between Source SDK and unity, but Source lost because installing its SDK is a separate gem, and I don't want to do an addon. Although graphic part of Source Engine impressed me more.

All models are either free from the asset store, or they are made by me with my paws in Max - you will need to make the actual residential complex, a lighthouse and a radio room from the upcoming ones. Of course, these will all be interior buildings, so how long it will take me to file them down - the devil knows. I've never done much modeling, either.

Especially worth noting is the fact that the entire environment is done manually - no procedural generation and painting the landscape with brushes(as is possible in Unity). Each tree, bush, and stone is set individually by hand. With love, of course.

The filling of all this is certainly not programming. Because I have never programmed, and I did everything through the good old GUI. In this experiment, I did not change myself and connected Playmaker to the project. So far, the tool is showing itself well, it was able to file interaction with objects (lift-transfer-release) and damage from falling from a height. There is an opinion that all other simple things like code locks or switches can be done with the help of the Playmaker. 

I do all this because I like the process, because it's a rest for the brain, and because I love the Universe. I don't know when I will do it myself, but the landscape is ready for 95 percent, now it only remains to make three buildings and then there will only be "scripting" of the plot. Well, the voice acting of course.