#Organism8
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kickstarter-promotion · 8 years ago
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Another Amazing Kickstarter (Organism8 by Derek Duong —Kickstarter) has been published on http://crowdmonsters.com/new-kickstarters/organism8-by-derek-duong-kickstarter/
A NEW KICKSTARTER IS LAUNCHED:
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Yulana Carter, Protagonist of Organism8
Take control of galactic PMC corporal Yulanna Carter on a mission to investigate a solar system that has halted in space time
  Genre – Metroidvania – Action – High Difficulty  
Number of Players – Single Player  
Platforms – Windows  
Game Engine – Unity 
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    Each biome has 2 layers, a surface level and its depths.
  Each biome comes with its own unique wildlife. Wildlife do not just wonder aimlessly, they are driven by a set of numerical values such as a hunger, thirst, and current temperature value that will then determine what it should do such as eat its food source, drink from a pond, or warm up if its cold. 
 Weather and outside temperatures also vary between areas. Be prepared to use the fire augment to raise suit temperature in cold areas or to prevent Carter from being caught in spider silk and vice versa. 
Take advantage of the laws of thermodynamics as you brave the environments. Utilize the fire upgrade in cold environments to melt ice, utilize it as a flamethrower in the steady beam fire-mode, or use it in the form of a thermal shield to prevent temperature loss in extreme cold.
Temperature plays a key role in both combat flow and AI behavior. Creatures who don’t like fire will flail around if ignited, creatures who are too cold will try to warm up. 
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    Each option can be used with Carter’s different elements allowing the player to combo different projectile types. Use an explosives deployable that can transform into a grenade and mine, or a rocket launcher that can transform into a remote drone that can bomb targets from above with each of the 4 beam types. Options are used in the left hand, allowing Carter to fire her arm cannon while utilizing any option simultaneously. 
Combine fire element with the rocket launcher, firing a devastating magma missile that will instantly ignite targets, utilize singularity with the grenade option to pull enemies into a tight ball and finish them off with a mining laser, or set a freezing mine to prevent an invincible swarm of robot insects from devouring carter with numbers.
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Upgradeable jetpack can be used to traverse long gaps. Orb shield used to block various projectiles.
Enemy behavior awareness is key to survival as many of the more complex organisms are equipped with sight and sound sensory. Many of the more complex enemies can do many of the things that Carter can do and then some, attempting to strong arm everything will not be a good idea. 
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High-Mobile Reaver Drones equipped with reflecting energy shields that can be launched at Carter for a devastating explosion. Hack the robot boss of the area instead of killing it to have them fight for you later.
Carter does not get stronger with each upgrade, only more diverse. This keeps even earlier parts of the game relevant and prevents the player from strong arming content. This means that when a player defeats a boss, it is because he/she mastered the content rather than overpowered it. 
Nemesis style bosses that will chase Carter through key parts of the campaign. Bosses can sometimes change or grow depending on different choices made throughout the campaign. Outcomes from various boss battles can influence previous or the next environments and forthcoming battles. 
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Concept art of Damsel, a music based boss that will change hazards and tracks based on current temperature.
Bosses will not be pushovers, be prepared to face enrage mechanics for failing to disrupt animations or for taking too long to punish the enemy for using high risk abilities. Enrage timers are also prevalent in the game.
  Extremely difficult areas that will reward new quality of life upgrades when completed. Traversing these areas requires exceptional skill as even small creatures can terminate Carter quickly. 
Multiple play-throughs will be encouraged to obtain all unlockables. Skipping the Hornet Queen the second time (Since the Fireshot would have been obtained during the first run) will buy her time to complete metamorphosis which will allow her to dominate a different part of the game with new abilities. Killing her at this point rewards a new firing mode for Carter’s Drone. 
As I learn new techniques and become more efficient, I am always willing to go back and adjust previous work to bring it up to par and am always open to suggestions. 
As time passes I’ll be improving more on the art assets and changing how some of the systems work. 
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  Left – Old Hornet Queen Sprite, Right – New Hornet Queen Sprite with Below Post Metamorphosis exclusive to NG+
The method for sight and hearing intake has been completed now with alliance values as some of the NPCs such as the rust drones can now be allied with Carter if the boss is defeated in a specific manner. 
The generic skeleton for Wildlife AI, complete with water source, food source, and temperature preference is complete. This can now be applied in a modular fashion to new wildlife creations. More testing is still needed and pack AI is something currently being written. 
The generic skeleton for enemy AI both air and ground has been completed. Some adjustments are needed for unique behavior such as wall latching. 
Temperature and Damage now follows a standardized format for ease of understanding. Attacks for each of the damage types are now color coded. Fire colors raise temperature, Ice colors lower temperature, Green colors bypass defenses and terrain, all nonconforming colors do straight damage with critical multipliers when in vulnerable condition. 
Art assets for environments:sea caves, marshlands, oceania, and volcano are still being drawn (so the second half of the biome image). Water dynamics, flammable oil, silk, have been instantiated. 
Efficiency for dynamic grass model is being improved for performance(feels like running your thumb through a tooth brush currently, satisfying but not realistic). 
Currently you see generic particle effects using Unity’s particle system for explosions. This is being retired for a new emission model and smoke effects for fire and cold explosions. Smoke as currently written for the new model has visual impairment for NPCs so making sure the explosions and after effects are consistent is important as they have gameplay use.
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dynamic grass demo
Full controller support is still being worked on, new radial menu was implemented to help manage all of the equipment Carter has with the controller but can be used with mouse and keyboard. The game is intended for M+KB but controller dynamics is still being worked on to ensure that people who want to play with the controller can do so properly. Room puzzles are still in the design phase. 
I am using a simple key system for event handling. Levels which are intended to have dynamic or reactive events have a level key that pulls values from the player key which will then dictate the status of the room. (Simple, efficient, everyone who has a game with backtracking uses it or something similar). 
A story is planned for the game complete with dialogue. 
No real soundtracks currently except for the trailer music. Still learning the new music software. The trailer music took me a half an hour to write after learning some basics with SONAR. Some melodies have been saved as I play around with the instruments I want to hear in the game but will present more later. I have a background in both music, painting, and writing and I am using this game to help me remember things that I have not used in a very long time.
Risks and challenges
Sound Effects. Sound is important and making custom effects is vital in making the game stand out.
That’s literally the only thing stopping me. Art, Programming, Company responsibilities have all already been taken care of.
All assets seen in the .gifs and trailer are subject to change and improvements.
The money raised from this kickstarter will be used to purchase some new sound equipment that will be used to develop unique sounds for the game. I would also like to work on this game full time to ensure it can be released in a timely manner. Currently I can invest 4 hours a day as I need my full time job currently but would like to invest much more of the day to ensuring that I can release a complete game.
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