a.d.e

Game of February

So I’ve decided to go along with #onegameamonth, except I’m not going to do one game a month since I don’t have the time to put into developing a small game in that span of time.

A.D.E. - Attention Deficit Espionage - is a 3D isometric stealth multiplayer game that has one player playing as a spy. They are tasked to do several objectives while avoiding 3 player controlled patrol guards in a pitch black environment that puts the guards at a disadvantage, since their field of view is defined by their flashlights. The spy client utilizes a fog of war style lighting, so they can avoid the guards if they keep themselves in the shadows, and keep quiet.

Keeping up with the optional theme of this month, the guards have to rely on not only visual cues to find the spy, but also sound. When the spy sprints, the sounds of his footsteps can be heard clearly by the guards, so it is up to them to pinpoint where the footsteps are coming from. The spy also has the option to travel through air ducts, however, doing so makes a lot of noise, so the spy has to be careful of where to go if one part of an area is heavily guarded.

This project is likely going to be a three month long process, with all of the other work I need to do as well. Project Quasar is going to be on hold for the time being since one of the programmers for the game is doing his own game for the onegameamonth motivator, but we’ll probably get back to the swing of things once late Spring rolls in.

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Excuse the unfinished level design. Other than that, the mouse movement script is pretty much done, thanks to the help of one of my friends. Animation and rotation of the player will be implemented soon.

In the initial design, we’ve started out with the distance between the mouse and the player determining the speed of the character, but that creates the problem of navigating the player around tight spaces during times of peril; you come to a crawl when trying to go around a pillar, which is pretty much a death sentence.

We’ve settled with the number of clicks registered in succession to fix that problem. One click allows the character to walk, two to run. The arrow circling the player was the result of a bug that causes jerky movement when the mouse is clicked on the player’s model. Mass Effect’s dialogue wheel came to mind as inspiration to fix that problem.

So there you have it, everyone. PROGRESS.

SLOW AND STEADY YET STILL TRUCKIN’ THROUGH.