Hello everyone.
Today we’re back to tell you more about the game system of T.I.M.E.S., our student's first person shooter made at Supinfogame France. In case you missed our first paper, you can read it right there.
GOAL OF THE GAME
Weaken the enemy army to make it flee.
PROGRESS IN A GAME
The army is divided into several groups, scattered across the map.
The gameplay is divided into two parts, the Infiltration phase and the Action phase.
THE INFILTRATION PHASE
The army doesn’t know the player is on the map. During this part, the player can:
- Attack a group
- Put traps on the ground
- Destroy army’s supplies
When attacking a group, the player must use spectacular and psychological actions. The group’s answer to an attack depends on the fear caused by the player. By using spectacular and unknown technologies the player can easily spread fear to an entire group of ennemies. Once enemy groups are frightned they start to panic and they get desorganized. The player can increase this fear until they simply flee away in panic.
When a group feels too weak to confront the threat but not too frightened to desert, it tries to call the army’s general. If it succeed, the game switches to the Action part.
THE ACTION PHASE
During this part, the entire army becomes aware of the player threat.
At the beginning of the Action part, the enemy Morale appears in the HUD. The Morale depends on the number of unhurt units and intact supplies. If the Morale falls to zero, the player wins. That’s why the Infiltration part is very important: it helps to apprehend more easily the Action part, in which the player is weaker. In fact, the entire army organizes a coordinated response and a global strategy to annihilate the player’s avatar.
CORE FEATURE
If the Morale is applying to the entire army, we also got what we called the StressLine, which only impact a group of soldiers. The StressLine is a tool which monitors the actions of the player, manages the stress of a group of soldiers and calibrates positively or negatively its offensive potential. This is represented by a score, from 0 to 37. Thus, the player can easily play with the reactions of the group, using his powerful technology.
NEXT TIME FOR T.I.M.E.S.
- Next week, we’re going to talk some more about the plot of T.I.M.E.S.
- And in two weeks, we will show you the drones and the weapons.
That’s all we can cover for now. Thanks for your attention, we hope you’re as excited as we are about what you just read. For further information, feel free to contact us at contact -at- times-thegame.com.
Stay tuned, and see you soon!
- T.I.M.E.S. Dev-team
Wow that's one of the most interesting and original projects I've seen in years. I't very very promising, good work, can't wait for the next updates!