2022-11-05 20:00:03 +01:00
|
|
|
---
|
|
|
|
title: "Lost Projects"
|
2022-11-06 09:14:19 +01:00
|
|
|
date: 2012-01-01T17:22:31Z
|
|
|
|
teaser: /projects/pics/house_of_doom_cropped.webp
|
2022-11-05 20:00:03 +01:00
|
|
|
---
|
|
|
|
|
2022-11-24 19:43:35 +01:00
|
|
|
I lost a bunch of smaller progress made between 2011 and 2013 in a system
|
|
|
|
crash. This was about the time when I started programming in C# in Unity, so
|
|
|
|
there was barely anything playable but still a crapton of ideas. Anyways, heres
|
|
|
|
a collection of material I was able to salvage:
|
2023-03-12 14:50:02 +01:00
|
|
|
|
2024-01-11 20:36:18 +01:00
|
|
|
## Call of the Darkness
|
|
|
|
|
|
|
|
_Call of the Darkness_ was my first attempt at doing something in three
|
|
|
|
dimensions in Unity3D. I played Frictional Games' Penumbra series at the time,
|
|
|
|
so there was a lot of inspiration to make a horror game.
|
2023-03-12 14:50:02 +01:00
|
|
|
|
2023-03-29 08:01:30 +02:00
|
|
|
<img src="/projects/pics/intermission_basement.webp">
|
2023-03-12 14:50:02 +01:00
|
|
|
|
2024-01-11 20:36:18 +01:00
|
|
|
I'd just finished Anti-Smoke Man and decided that the time is ripe to switch
|
|
|
|
engines to something more professional. Due to this decision I was also forced
|
|
|
|
to learn how to actually program. Because in Game Maker you could mostly click
|
|
|
|
together your game using logic blocks. In this project I tried to get by with
|
|
|
|
using premade scripts and controllers, which didn't really work out that well.
|
|
|
|
As far as I can remember, this was supposed to be a small demo in which you'd
|
|
|
|
have to find your way out of some basement. There were supposed to be your
|
|
|
|
typical scare effects. Upstairs was some warehouse with a small puzzle to open
|
|
|
|
its main door. A _thingy_ was supposed to attack you, if you tried to leave
|
|
|
|
then.
|
|
|
|
|
|
|
|
You can probably imagine that cobbling this together from some premade scripts
|
|
|
|
found on some forums didn't work that well (this was long before _Asset Stores_
|
|
|
|
became a thing).
|
|
|
|
|
|
|
|
## Intermission
|
|
|
|
|
|
|
|
Still a horror-type game, _Intermission_ represents the point at which I
|
|
|
|
learned a bit more about programming in Unity3D. The style is _heavily_
|
|
|
|
inspired by the two Half-Life 2 maps
|
|
|
|
[Insomnia](https://www.youtube.com/watch?v=rLwqXfpkgVY) and
|
|
|
|
[Paranoia](https://www.youtube.com/watch?v=lr2fHNfR6IQ).
|
2023-03-12 14:50:02 +01:00
|
|
|
|
2023-03-29 08:01:30 +02:00
|
|
|
<img src="/projects/pics/intermission.webp">
|
2024-01-11 20:36:18 +01:00
|
|
|
|
|
|
|
There were still scare effects. And - since by now I could somewhat program
|
|
|
|
stuff - it had interactive elements. There even were enemies. Because I
|
|
|
|
couldn't model for shit, they simply were walking stacks of smoke particles
|
|
|
|
making some HORRIBLE screaming sound.
|
|
|
|
|
|
|
|
<img src="/projects/pics/intermission_menu.webp">
|
|
|
|
|
|
|
|
Though the places were a bit too inconsistent. At first you were in some
|
|
|
|
derelict cityscape, followed by a series of abstract nonsensical hallways. And
|
|
|
|
then:
|
|
|
|
|
2023-03-29 08:01:30 +02:00
|
|
|
<img src="/projects/pics/intermission_fields.webp">
|
2024-01-11 20:36:18 +01:00
|
|
|
|
|
|
|
You were suddenly in this open grassy field. Looking back this effect might
|
|
|
|
even have worked really well, with the claustrophobia inducing hallways
|
|
|
|
suddenly giving way to an open space.
|
|
|
|
|
2023-03-29 08:01:30 +02:00
|
|
|
<img src="/projects/pics/house_of_doom.webp">
|
2023-03-12 14:50:02 +01:00
|
|
|
|
2024-01-11 20:36:18 +01:00
|
|
|
The game was supposed to end in some building standing alone in that field.
|
|
|
|
You had to find the basement key. But before you could open the basement's door
|
|
|
|
something would jump out of it, ending the game.
|
|
|
|
|
|
|
|
## F.A.S.T. 2
|
|
|
|
|
|
|
|
And then came _FAST 2_. I've not yet put up _FAST 1_ on here, even though I
|
|
|
|
still have that lying around actually.
|
|
|
|
|
|
|
|
_FAST 2_ was a top-down shooter in which you controlled a hover glider or hover
|
|
|
|
car or something. You blasted your way through enemies and did the usual
|
|
|
|
keycard collecting to get to the end of levels. Unfortunately the only relic I
|
|
|
|
found is this flythrough, which does not do the game justice, because the
|
|
|
|
levels were never meant to be seen from this perspective:
|
2023-03-12 14:50:02 +01:00
|
|
|
|
2024-01-06 13:44:58 +01:00
|
|
|
<video style="width:100%" controls>
|
|
|
|
<source src="/projects/pics/fast2_silent.mp4" type="video/mp4">
|
|
|
|
</video>
|
2023-03-12 14:50:02 +01:00
|
|
|
|
2024-01-11 20:36:18 +01:00
|
|
|
## Cue
|
|
|
|
|
|
|
|
Keeping in line with top down game (and screenshots that do not to them
|
|
|
|
justice) there's _Cue_. Here I actually had human characters running about.
|
|
|
|
Still just doing the usual though (that is: shooting stuff). The released game
|
|
|
|
_Cybernator_ is basically what this game would have been, just slightly better
|
|
|
|
:)
|
2023-03-12 14:50:02 +01:00
|
|
|
|
2023-03-29 08:01:30 +02:00
|
|
|
<img src="/projects/pics/cue.webp">
|
|
|
|
<img src="/projects/pics/cue2.webp">
|