Ever played the original Deus Ex?
This game is inspired from it because I played WAY TOO much and always liked the cyberpunk, sci-fi feel of it. I aim to make multiple choices and non-linear story where it changes depending on your actions.
Player choice and freedom of movement is my main focus. Third person controls are heavily inspired by games like Quake 2 and the fore mentioned original Deus Ex, allowing you to shoot in any character state (well ... except when dead, knocked down, climbing, etc.). Objectives will have multiple solutions. For example a single locked door can be open by the Key itself, hacked (mini-game), 'politely' talk to the guard and/or 'take' his key... or he might even let you in. The game will be semi-open world and a bit more single story thread. Side missions are a consideration to be added but at a later time. Also, branching conversations that can lead to many situations - dangerous ones or beneficial. The game also has an RPG element (unseen in video or screenshots) that will enhance Kim's abilities and skills that will help you reach new locations like rooftops. For example hacking a higher level security doors, tampering with electrical boxes to short circuit cameras, or put an enemy to 'sleep' out of conversations etc.
This is an 'One-Man Dev Team' project and progress is going slow but steady.
Will update more as the game progresses!
I have been trying to speed up development recently and here is a quick run on what I did/will do:
- Got a new high speed SSD dedicated for Unity Engine and Cyber City Alpha. Bye bye HDD bottlenecks!
- New NVIDIA GTX 1080. The old 1050 Ti was enough, but I got the 1080 cheap.
- Will upgrade CPU from I7-7700k 4C/8T 4400Hz to the new Ryzen 3950x 16C/32T once they become available later in 2019 to allow for more threads/jobs for faster multi-tasking, lightmaping and builds.
- Sill me doing the programming,3d, art, music, sound, UI.
- A friend will be helping with the cars, level design, additional sounds and design ideas.
Since making this game is not my actual job (sadly) ... Dev time is important, so those steps and upgrades should minimize the time I waste waiting for stuff to save,bake,build,compile,import,test etc. and thus speeding up the workflow.
OOPS! Apparently I have some variation of "Artist's block" when it comes to level design.
Rendering has changed and new video coming soon to reflect the changes. Old video will probably be removed once updated as it no longer reflects how it...
Yep! Still working on the game alone in my free time.
Pushing for playable demo this summer. Will release demo, if/when basic game-play (the core logic) is working as intended in the game.
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