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Progress Update "Project N"

Hey guys, Apologies for a rather long gap between the updates. Its been so much work that I didnt even notice how the time just flew by. Ive been throwing some gifs on reddit pretty regularly, but havent given any updates on where we are and how everything is going.

The progress


As the core idea gradually taking up a more defined form, we are cutting down things that we think might not work together or just simply too ambitious for us. Yeap, weve learnt this lesson the hard way. After many discussions we decided to drop the 4-weapon slot system. I think, with this loadouts, where you could sort of define your own character build, we wanted to bring something new, but in reality it would clash with the fast-paced nature of the game. Any kind of interaction with the inventory to swap the gun in the middle of a fight would inevitably slow the pace or, what in my opinion even worse, would require you to be more defencive. We want you to feel powerful, reckless and be in control of the battle. You are a hunter and your enemies is your prey. Besides, to justify the loadouts we would need a big variety of weapons, otherwise it becomes pointless. And as I said in the beginning, we know our limits. It takes me about 60-80 hours to make a gun model, from a concept stage to its final, textured model with vfx and animations. Even twenty guns would be roughly about 1500 hours. In days its almost two months of ceaseless work without sleep and breaks. In real life those 2 months will easily stretch into 4-5 in the best scenario. And its just weapons. For a game you need enemies, levels, environment art, vfx and so on and on and on. Thats why many indie games take years to make. Knowing all that, we reduced the number of weapons to seven. Each with a secondary fire mode and a distinct role in the gameplay. This is what we have so far: 1) The basic handgun: Primary mode - rapid fire, not very accurate, close to mid range. Secondary mode - large, relatively slow projectile that can slow enemies.
2) Shotgun: Primary mode - slow, large spread, shot to mid range. Secondary - a fast projectile that explodes spawning bouncing shrapnel.
3) Machine gun: Primary mode - very fast, good accuracy, mid range. Secondary - grenade launcher, explode on impact, average damage.
4) Railgun: Primary mode - slow, perfect accuracy, long range, projectile can bounce of the surface and change direction. Secondary - scope.
5) Plasma rifle: Primary mode - slow projectiles, high damage, close to mid range. Secondary - energy beam, fast, instant hit, gradually builds up damage with time.
6) Rocket launcher: Primary mode - fast projectile, high direct and splash damage, large radius. Secondary - grenade launcher with bouncing projectiles.
7) Plasma shotgun: - huge spread, high damage, close distance. Secondary - heat wave, very close range, massive damage.
As you can see, many of the models are untextured and dont have animations. It helps to iterate quickly and change design without being too attached to your work. These is our first iteration and Im sure the guns firing modes will change as the first feedback starts to come in.

Enemies


Designing our enemies were trying to follow a simple design principle inspired by chess. In chess every piece has its own, unique set of move/attack patterns. If you look at each piece by itself, their patterns pretty simple and straightforward. Yet the game is very deep and complex due to a massive number of possible combinations those pieces can occupy the board. If we translate it into the dimension of video games, with clear patterns and in the right combination even a simple AI can create interesting and complex situations. So, for the last few weeks, my priority has switched from guns to enemies. Ive fully finished two more enemy types: the Oracle and the Knight. And just started a new one, which I call the Restless Sleeper. Though it is more an environmental hazard, than an ordinary enemy.
Oracle - is a slow flying head that casts large orbs of energy.


The Knight - has two types of attacks. Her main is wide, rapid sword slashes. And If you gain a large distance there is a chance that shell toss a grenade at you.


And the family photo
There is some lore behind each of them and how they all come together, but I want to keep it for the game) Meanwhile, Anton has re-written and optimized the code for our procedural test levels, which will be our playground for testing the core mechanics. The system is relatively simple. It uses hand-made rooms and put them together in a particular order. Similar to Spelunky. However, its NOT a rogue-lite. This procedural part will eventually become a separate mode where youd be able to generate a level for a quick play. Ok, what else. Oh, yes! Weve made gibs! Its actually pretty fun, gory, and maybe slightly over the top, but it completely changes how the gunplay feels. This gif is a bit old, and weve already changed a few things, but it gives the idea)
I think, this is all for today. Thank you for sticking around and making it to the end) Devs


[ 2017-06-04 18:57:37 CET ] [ Original post ]

Frozen State
Flox Studios Ltd. Developer
Flox Studios Ltd. Publisher
2016-08-05 Release
Game News Posts: 52
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed (513 reviews)
The Game includes VR Support
Public Linux Depots:
  • Linux [2.54 G]
  • Linux x64 [2.54 G]
Frozen State is a game about the adversities faced whilst existing and surviving in a dying Siberian city, Duga 40.

The experimental city has been infested by an extraterrestrial parasite that has obliterated the native population. Once infected, the parasite causes its victims to become vicious alien hybrids…

However, the grotesquely disfigured creatures are not the only menace that threatens the surviving citizens – hunger, and the bitter Siberian cold, will force them to behave in a Machiavellian fashion with one another

Frozen State is still very early in its development. Some features have not yet been implemented or may not work properly. However, we are continually working to improve Frozen State and eagerly anticipate your feedback and suggestions.

Planned Features:
• Three main characters - each with their own different play style.
• Diverse enemies
• Open world - the city consists of separate locations sewn together in random order with every new session.
• Dynamic weather conditions
• Randomly generated building interiors
• Stealth
• Crafting
• Transport
• Basic needs (hunger, thirst, sleep, etc)
• NPCs and Quests

Already in the game:
• Three main characters
• Three types of enemies
• 39 locations (just over 3.35 square km in total)
• Dynamic weather
• Randomly generated building interiors
• Stealth
• Simple Crafting and Cooking
• Basic needs (hunger, thirst, sleep, etc)
• Building structures and fortifications

MINIMAL SETUP
  • OS: Ubuntu 14.04
  • Processor: 2.4 Ghz Core i5Memory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GT 650M
  • Storage: 4 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 14.04
  • Processor: 3.0 Ghz Core i7Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GT 750M
  • Storage: 4 GB available space
GAMEBILLET

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2.67$ (79%)
1.64$ (18%)
GAMERSGATE

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