• Register

IndieDBDescriptionBreak

Shadows of Doubt is a first-person detective stealth game set in a fully-simulated sci-fi city. There's been a murder and it's up to you to solve it by any means necessary, with the condition that you keep a low profile. A unique mix of procedural generation and hand-crafted design enables every room of every building to be explored. Citizens go about their lives independent of the player as you watch from the Shadows, in search of crucial information.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

I’ve been working on quite an exciting new feature for Shadows this month: Procedurally generated ventilation shafts! If you don’t play many games then that might sound incredibly boring, but to any seasoned FPS or immersive sim player then hopefully that sounds excellent.

One of the biggest things missing from the gameplay right now is multiple ways to get in and out of locations: The choice-driven stealth gameplay I’m shooting for requires that the player is given a choice in how to infiltrate their places of interest. Before this update, there was only the front door, and in the future, there will be yet more options including fire escapes and windows. But one of the biggest tasks on my to-do list was these air ducts that the player can crawl through to get places they shouldn’t.

Originally the ducts appeared on the exterior of buildings by accident,
but I figured they looked way too cool to get rid of.


Previously in the project, I briefly toyed with having a more realistic air duct system as described in this article. I have kept a few issues in mind, although in the end, I decided to prioritize gameplay over realism- and with that I decided to leave my air ducts at the mercy of procedural generation. The air ducts are completely procedurally generated within each building. Even if two or more share a similar floor plan then the shaft system within each will still be completely different, and your infiltration routes and options will be different too.

Going into the technical side of things a little: Basically, in the configuration settings I have for each room, I’ve added range variables for how many air vents can be added. For example, a bathroom might have one, or a kitchen, but less likely a lounge area. So when the rooms are generated they will also look for a place to put an air vent; often in the ceiling but sometimes high up on a wall or (less likely) closer to ground level on a wall. So now we’ve got all the points where we want the vents to be in the building.

Next up I map all the available space that the ducts can use. Mostly this is the space between ceiling and floors, but it can also cover spaces inside maintenance closets and even space outside the building. Now I have this space mapped out and the points I need to connect, I can simply use an A* pathfinding routine to connect points together- this becomes the path of the ducts. With every path calculation, I can weight already-placed ducts so the game won’t create air ducts which run immediately parallel to each other.

This is what the duct system looks like minus room and building models.


As with the walls/floors/ceilings, I have a different model for each possible turn/junction of duct- this is how it’s possible to create them. They all share the same material within unity, so I can easily combine them together to form one model and keep performance high.

It’s working really nicely! When inside the player can freely climb up and down vertical duct sections too. One last thing that I need to work on (aside from a couple of misc wall bugs) is enabling ducts to be discovered and mapped on the minimap. It would be cool to maybe be able to discover blueprints that map out the ducts and vents of the whole building- adding incentive to research your places of interest before infiltration.


Anyways, that’s it for this update. Progress is going nicely on the game- next up is a focus on improving the AI some more and fleshing out the side mission I showed off a few weeks back. Stay tuned for more soon!

Shadows of Doubt DevBlog #16: The Game is Afoot!

Shadows of Doubt DevBlog #16: The Game is Afoot!

News 1 comment

In a long-overdue update, I've made a 20-minute pre-alpha gameplay video!

Shadows of Doubt DevBlog #15: Moving in the Citizens

Shadows of Doubt DevBlog #15: Moving in the Citizens

News

In this development blog I talk about the significant progress I've made in the last few weeks!

Shadows of Doubt DevBlog #14: Interior Colours

Shadows of Doubt DevBlog #14: Interior Colours

News

In this development blog, I talk about creating procedurally-decorated rooms.

Shadows of Doubt DevBlog #13: Creating Procedural Interiors

Shadows of Doubt DevBlog #13: Creating Procedural Interiors

News

In this development blog I talk about creating interior environments using a mix of design and procedural generation.

Comments  (0 - 10 of 14)
Xairo_180
Xairo_180

Loving the atmosphere in these new screenshots, havent checked in in a while but still looking great!

Reply Good karma Bad karma+3 votes
Guest
Guest

WOW this looks amazing it has a great visual style and we're always in need of more detective games. also can you guess who brought me here... Yes! Tom Francis re-tweeting your stuff. I hope this turns out as great as it looks.

Reply Good karma Bad karma+2 votes
Xairo_180
Xairo_180

Just checking back in... and wow! its great to see your inspirations, gives me personally allot of confidence that you've got a great vision!

Reply Good karma Bad karma+3 votes
ColePowered Creator
ColePowered

Thanks Xairo! Very eager to get this translated into the game :D

Reply Good karma+2 votes
Guest
Guest

This game looks super interesting, love the style! Yogscast brought me here too :D
I don't use this website or anything atm, what can I do to keep up to date on the development?

Reply Good karma Bad karma+2 votes
ColePowered Creator
ColePowered

Hi there! Thanks for the interest, there's a couple of places you can keep up with the development:
1) Here
2) My site at colepowered.com
3) This TIGSource thread: Forums.tigsource.com
4) On twitter @colejefferies or @detectivesim

Hopefully I should have a Steam page set up by the end of the year.

Reply Good karma+2 votes
Xairo_180
Xairo_180

Latest update looks great!... Regarding the crime scenes will stuff like blood splatter direction come into play and be an important aspect when regarding stuff like balistic investigation? By this I mean you can determine where the suspect was when someone was murdered or if they where even in the same room. For example there may be a glass window smashed from the out side (glass landing within the apartment) in one of the higher up apartment buildings and the dedudction from that would be the suspect shot from an adjacent building.

Reply Good karma Bad karma+2 votes
ColePowered Creator
ColePowered

Yes, this is exactly the kind of detail I want to simulate. It's not working to that extent yet, but definitely in regards to blood spatter etc that's the goal!

Reply Good karma+3 votes
Armadyllo
Armadyllo

This looks absolutely incredible! I'm super glad the Yogscast brought me here, exactly the type of game that's up my alley.

Reply Good karma Bad karma+4 votes
Xairo_180
Xairo_180

Hey I'm from the yogs too haha

Reply Good karma Bad karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Shadows of Doubt
Platforms
Windows
Creator
ColePowered
Engine
Unity
Contact
Send Message
Homepage
Shadows.game
Release date
Game watch
Follow
Share
Style
Genre
Stealth
Theme
Noire
Players
Single Player
Project
Indie
Twitter

Latest tweets from @colejefferies

RT @humble: The Humbler Builder Bundle is filled with over $101 worth of awesome building games! Pay what you want and support… T.co

18hours ago

RT @FusionScene: Concrete Jungle by @colejefferies is included in the Humble Builder Bundle! #gamedeals #indiegames T.co

18hours ago

It's taken most of the week but the AI are finally using tables and chairs in public places properly!… T.co

Sep 12 2019

RT @Voxels: Looks totally normal T.co

Sep 11 2019

RT @edgarwright: Paging Gary Sherman. RT London's abandoned underground – in pictures Theguardian.com

Sep 9 2019

Embed Buttons
Link to Shadows of Doubt by selecting a button and using the embed code provided more...
Shadows of Doubt
Statistics
Last Update
Watchers
57 members
Articles
19
You may also like