Exodus: Unterschied zwischen den Versionen
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==Game Mechanics== | ==Game Mechanics== | ||
The player can walk, run, crouch, hide, pick up/drop items and use items with the help of basic keyboard commands. The first person camera can be turned in a 180° angle by moving the mouse. There is no combat and the player can't attack. The only items the user carries around are a flashlight, a walkie talkie and a record player. The game flow is linear: there is a narrative part with clues or an encounter with an enemy that forces the player to move from one facility section to the other. The enemies attack once they see the player or hear electronics being used. | The player can walk, run, crouch, hide, pick up/drop items and use items with the help of basic keyboard commands. The first person camera can be turned in a 180° angle by moving the mouse. There is no combat and the player can't attack. The only items the user carries around are a flashlight, a walkie talkie and a record player. The game flow is linear: there is a narrative part with clues or an encounter with an enemy that forces the player to move from one facility section to the other. The enemies attack once they see the player or hear electronics being used. | ||
Version vom 28. März 2023, 03:49 Uhr
EXODUS | |||
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Originaltitel | |||
Studio | Black Box Studios | ||
Publisher | Black Box Studios | ||
Erstveröffent- lichung | ??.0?.2023 | ||
Plattform | PC (Windows/Mac) | ||
Spiel-Engine | Unity | ||
Genre | Horror | ||
Altersfreigabe |
Exodus is a horror game by Black Box Studios. Players are trapped in a labyrinth of an underground facility caught between two colliding realities, creating horror environment. The game is linear and navigated by vocal cues received through a walkie talkie. There is no combat and players can only use a limited amount of items. The player must explore several rooms before reaching the final destiantion where the main item is located.
“Please, be alive. Please.. wake up.. Oh, finally! Finally I can see you move. Come on- listen! Listen, listen. You have to get up now and find the key card. I know where it is. It's the security officer speaking. I'm currently sitting in the surveillance room. I would do it myself but I'm injured. You have to get it. But first of all you have to get the fuck out of this room because THEY are coming. I can see them on the cams. I will guide you through. You have to trust me.”
(Security Guard, Exodus)
Links
- Trailer: https://youtu.be/qCdl6fJJEtI
- Pr-Page: https://hub.hagenberg.games/s/exodus/
- Repository: https://github.com/Game-Production-2-SS-2023/gap2-blackbox-studio
- Projektplanung: https://trello.com/b/qxuS7eyH/kanban-board
Roles and Duties
Team Lead, Sound, Story | Julian Strunz |
Project Management | Stefan Miskovic |
Programmierung | Sandro Tadic |
Art (3D) | Ash Gorecka |
Level Design | Viktoria Wereszczynska |
Game Design | Fatima Jandarova |
Artist | Maksym Varvaryk |
Vision Statement
We are trying to create a one of a kind horror game experience, where you are stuck in between two colliding realities and the only way to orient yourself through this labyrinth of a laboratory are vocal cues received through a walkie talkie. We want to dive deep into the concept of merge conflicts between two alternate realities and the horror that ensues when you can't even trust what you see anymore. Exodus will be an anomalous journey through a place that knows no humanity.
Game Mechanics
The player can walk, run, crouch, hide, pick up/drop items and use items with the help of basic keyboard commands. The first person camera can be turned in a 180° angle by moving the mouse. There is no combat and the player can't attack. The only items the user carries around are a flashlight, a walkie talkie and a record player. The game flow is linear: there is a narrative part with clues or an encounter with an enemy that forces the player to move from one facility section to the other. The enemies attack once they see the player or hear electronics being used.
Level Design
Look and feel
The game is set in an underground facility for research about different dimensions which has just undergone a massive explosion resulting into two realities merging into one. The artistic design of the map is therefore destroyed and glitchy and yet you can still see the sterile look of a generously funded facility.
Functionality
In the game you will explore the many rooms of the facility by walking from one room to the other. The hallways are complex, overwhelmingly winded and filled with monsters, so the player has to be guided by the instructions of the man behind a walkie talkie. There are no jump ‘n‘ runs or puzzles to solve, the actions of the player are limited to walking, running and interacting with items. The areas are spacious and conveniently furnished to provide room for hiding and fleeing from the glitchy monsters.
The map
The player starts inside the portal room which has recently experienced an explosion. He is instructed via walkie-talkie to quickly locate a key card that is likely situated in a room on the opposite end of the building. The player navigates through various areas including the med bay, cafeteria, electrical room, communication room, and storage room before finally reaching the admin area where the key card is located.
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Side Room Blue Print
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Mensa Blue Print
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Lab Blue Print
Story
After a terrible lab accident, that played with the fabric of reality itself, a secret underground laboratory has started to behave in anomalous ways. The player wakes up shortly after the accident takes place without any recollection of the horrors, that had happened. The only other person alive is a security guard hiding away in the surveillance room. Through a Walkie talkie he helps you navigate the strangely behaving laboratory, to find a keycard granting an exit out of the locked down facility. Strange humanoid creatures now roam the halls, where do they come from and how did any of this happen?
User Interface
The game has a simple interface for the 'Start screen' (before the player is in game) and 'Menu' (in-game).
Start Screen
- New Game
- Load
- Options
- Brightness
- Sound
Menu
- Continue
- Options
- Go back to 'Start Screen'
Asset Liste
(Eine Aufzählung (Bullet Points), Tabelle oder Link auf Spreadsheet mit allen im Spiel verwendeten Assets (2D, 3D, Sound). Sollten Assets aufwändiger sein, bitte ausführlich beschreiben. Sollten Asset Packages verwendet werden, bitte hier Links auf die jeweiligen Packages angeben.)
3D:
enemy |
generator |
monitor |
table |
chair_mensa |
chair_resesarch |
closet |
cable |
trashcan |
vending machine |
sink |
registry |
door |
window |
wall |
stairway |
hospital bed |
health monitoring machine |
blood |
clothes |
chip laser card |
chip laser device |
walkie talkie |
cassete |
cassete recorder |
flashlight |
lamp |
camera |
journals |
books |
pages |
broken glas |
hallway |
railing |
corpse |
box |
laboratory objects asset package |
enemy capsule |
2D:
Exodus logo |
BlackBoxStudio logo |
background |
Sound:
game theme |
enemy theme |
security guard dialogue package |