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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 if items. The player must explore several rooms before reaching the final destiantion where the main item is located.
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 if items. The player must explore several rooms before reaching the final destiantion where the main item is located.


''<small>“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.”''
''<small>“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.”''

Version vom 27. März 2023, 11:00 Uhr

EXODUS
Originaltitel
StudioBlack Box Studios
PublisherBlack Box Studios
Erstveröffent-
lichung
??.0?.2023
PlattformPC (Windows/Mac)
Spiel-EngineUnity
GenreHorror
Altersfreigabe
USK ab 18
USK ab 18

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 if 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

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.


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

Interface: filler sketch for the future Start Screen
Interface: filler sketch for the future Menu

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