Blood Rush - UPDATE 3 (Details)


Welcome!

Do you have a group? Do you trust your friends? Well...have I got a game for you!

- Repair your defences.

- complete in game objectives and challenges.

- unlock new military grade fire power, equipment and rations.

Blood Rush is a couch co-op, Post Apocalyptic, wave-survival game, where you must defend your team until rescued. Be sure to keep busy until special forces are free to pick you up. Until then, all they can do is drop supplies for you.

Who knows what could happen through this chaos. A story is yet to be uncovered. Be sure to follow me to stay tuned through the development. This is a very-very small fraction of the game's concept.

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Update 1 - the first idea and where it came from

PLAN 1

Simple sketch of what the game will look like

Through out my child hood, I have played a large chunk of flash games. Such games have inspired me to develop a game younger me would adore. CO-OP is a big deal with me. Communication, planning, and working together has given me the best gaming experiences I have ever had. Because of this, playing with a buddy is a must-have. Being back to back, slaughtering zombies, will forever be an experience I will never forget!

I want to bring this experience out for you guys. Classic gaming with modern content.

As you can see from the plan above, Zombies come to your barricades, you must kill them so they don't eat you alive, easy...or is it?

Be sure to keep the generator running. Why? You'll have to play to find out.

There will be plenty of features to add. 

Most Importantly:

- weapon library

- traps

- upgrades

- secrets

-story

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Whats in the game so far?

Prototyping

Prototype 1

Initial idea of the game's appearance

First I modelled a playable character in MagicaVoxel. I gave him a typical wanderer outfit. Jacket, winter hat backpack and a vintage rifle. animation was kept to a few movements to keep things simple. Animations will be implemented later on in development. 

The prototype needed a playable area; easy. Some crates, boxes, tables and trolleys were my barricades of choice. I chose these to fit the theme of improvisation, hinting that all the debris was collected from the store in a quick amount of time.

It was kept messy but uniform. This gave me a good indication of how the aesthetics were panning out. It didn't look too far out from the plan. 

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3rd Prototype


After some vigorous crunching, AI was implemented, shooting was functional and I improved the atmosphere quite a bit.

AI was quite simple to develop. I remembered something about path-finding at school and remembered that Unity has an inbuilt system for this. A Nav mesh was baked with obstacles to set out where the zombies can move and reach. this avoids the zombies from constantly walking into the wall trying to reach you. However, there was an issue where they would "forget where they were going".

 I needed the AI to have a point to attack, the barricades. I simply used empty game objects and created nodes or points that were directed in front of a dedicated object/barrier.

This worked pretty well.

After some testing some shots were not registered too well. The vapour trail or bullet ray was kept and added as an indicator of where you are aiming. This is to balance the rotation control scheme.

The atmosphere was fun to create. I added some floor models and roads along with vegetation. I went for a messy, slightly overgrown look.

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Smoothing the prototype for initial testing

UPDATE 3

A better idea of what the game will look like :)

As you can see, the atmosphere was polished to appeal to the eye more, I adjusted some lighting, ambient weather, point lights on the store sign and player. I adjusted some Box Colliders so that the Raycast can travel through the barriers to compensate for aim accessibility. This should make the game more fun and less frustrating. 

You may notice have noticed that the player is glowing green by the feet. This will be a neat little indicator of where you are playing as the colour scheme blends quite a bit.

Most of my time was taken up with the 'breaking system'. The zombie should be able to inflict damage to the barriers. This works now but I wanted a visual indicator of damage being inflicted. I soon decided to save this for later in development. To keep the prototype playable, I created spawners for zombies. There were of course lots of issues  with spawning (zombie horde flooded the game :/ ). On the bright side, I sorted the bug with Booleans... good old Booleans.

This was all worked over the course of 3 days!

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Game Progress: 2%

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I am still learning unity after 5 years so this game is a work in progress. It is a project to finally complete a game. Soon my team will be available to help me.

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Check out some of the art work. some images may hint to future games... who knows?

ShutterCry Studios by Teerasak Mairoddee

Inspired by the web :)

what is this?

interesting?

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This game can't be developed without you! Follow me and comment any suggestions or bugs. I am always appreciative with the criticism.

If you are excited for this game, let me know. Donations are greatly appreciated but are not necessary. It proves to my Dad that I can work in this industry :) 

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DOWNLOAD THE PROTOTYPE BELOW!

Files

BloodRush Prototype 2.1.3.1.zip 13 MB
May 11, 2018

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