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Quarantines is an Online PvPvE Multiplayer Third Person Shooter. The players control survivors, from one of the different factions, that have to go inside a quarantine zone to look for necessary resources for their section to survive. The quarantine zones are procedurally generated, trying to match player's preferences, skills and loadout. (see World for more details) The players have to explore the quarantine zone, find possible resource locations or clues that might lead to them and try to collect those resources. Depending on the game mode, the players will face the quarantine's infected population and/or other survivors seeking the same resources. The game objectives and behavior will evolve during matches based on the players' performances. The resources are necessary for the player's section to survive. The section is the player's base, more resources means better progression and evolution.

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Entering production phase

News

It's been roughly 8 months we've started the preproduction phase. We were only 2, a software architect and me as a technical artist. After few tests with motivated people we went 4, adding a game artist and a lead artist.

Whilst the procedural generation was scheduled to maintain a good structure -and easy to iterate, the background story, game document and many other cool stuff drove the project to new level, entering in Production phase !

Placeholders are being replaced, let there be ART !

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Also starting multiplayer tests, level design tends to be more accurate and balanced. Dynamical events still sounds viable to put in place. We now focus on those 2 points ;
- Define artistic guidelines
- Slightly adding/densify gameplay features

Project is in a very good shape !

Let's ship it !

Comments
Kromleck Creator
Kromleck

Today was the 100th stream session. Such feelings, as I can barely remember the 1st one, measuring the hell out of the gamedoc and learning a new engine. Turns out to be okay now, as a major update of the worldBuilder is finally complete.


One of the biggest challenge of the project is to maintain a meaningfull procedural generation with an overall (macro) hardcoded shape, aaand with a "tweakable" level design. Eventually it should run on mid-high configs so when last benchmark shown that it wasn't that good, I figured that a complete clean of the way our engine handle our meshes, taking into acount the procedural-stuff and the will of having a full-dynamic-and-easy-to-iterate workflow.

Aaand now I can precisely say that if you have around 2.5Go of RAM well congrats, you can navigate in our generated cities. Yay /o/

That being said, procedural will stall for a bit of time as our Game Artist is replacing every placeholders inch by inch. His Substance pipeline is almost fully integrated to the project, and the workflow is approved. As a techie, I'll keep a close look to his progressive integration as he might need some help finding how to replace assets, but [worldBuilder v5] also manage an indepth asset manager. Sooo it should be okay. I'll now focus a li'll bit more on the ingame UI, the crafting system, the item management. Online gameloop should reach its primitive shape for the end of January.

Thanks to the few people following us on our twitch channel as it is really motivating us. :)

Reply Good karma+1 vote
Kromleck Creator
Kromleck

So many updates ! First of all, the team has a new challenger, our Lead Artist, who's carrying the background story with his deep research and is setting the whole mood of the game. The production step is closer than ever, and the group is ready to start all placeholders removals with clean and sharp assets !
The entire map generation has evolved in many ways to add more granularity to the whole city aspect.

Aaaaand soon the website.

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You can see live development of the game here :
www.twitch.tv/kr0mleck

Reply Good karma+1 vote
Kromleck Creator
Kromleck

Few days after 4.9 upgrade, all deprecated nodes/api has been replaced, many li'll bug fixed, a fully generated map has been (successfully) benchmarked, and generation is now made from different layers and can be called via a magic button. Yay o/

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You can see live development of the game here :
www.twitch.tv/kr0mleck

Reply Good karma+1 vote
Kromleck Creator
Kromleck

Project code up to 4.9 (UE4), and interiors are done. Next step : worldbuilder 3.0 !

You can see live development of the game here :
www.twitch.tv/kr0mleck

Reply Good karma+1 vote
Kromleck Creator
Kromleck

Procedurally generated interiors of ... procedurally generated buildings is now complete. They will let players to get into some buildings, with sometimes roof access and achieve objectives.

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You can see live development of the game here :
www.twitch.tv/kr0mleck

Reply Good karma+1 vote
Kromleck Creator
Kromleck

You can see live development of the game here :
www.twitch.tv/kr0mleck

Reply Good karma+1 vote
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