more text for lost projects
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@ -9,24 +9,84 @@ crash. This was about the time when I started programming in C# in Unity, so
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there was barely anything playable but still a crapton of ideas. Anyways, heres
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a collection of material I was able to salvage:
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### Call of the Darkness
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## Call of the Darkness
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_Call of the Darkness_ was my first attempt at doing something in three
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dimensions in Unity3D. I played Frictional Games' Penumbra series at the time,
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so there was a lot of inspiration to make a horror game.
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<img src="/projects/pics/intermission_basement.webp">
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### Intermission
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I'd just finished Anti-Smoke Man and decided that the time is ripe to switch
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engines to something more professional. Due to this decision I was also forced
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to learn how to actually program. Because in Game Maker you could mostly click
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together your game using logic blocks. In this project I tried to get by with
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using premade scripts and controllers, which didn't really work out that well.
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As far as I can remember, this was supposed to be a small demo in which you'd
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have to find your way out of some basement. There were supposed to be your
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typical scare effects. Upstairs was some warehouse with a small puzzle to open
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its main door. A _thingy_ was supposed to attack you, if you tried to leave
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then.
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You can probably imagine that cobbling this together from some premade scripts
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found on some forums didn't work that well (this was long before _Asset Stores_
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became a thing).
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## Intermission
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Still a horror-type game, _Intermission_ represents the point at which I
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learned a bit more about programming in Unity3D. The style is _heavily_
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inspired by the two Half-Life 2 maps
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[Insomnia](https://www.youtube.com/watch?v=rLwqXfpkgVY) and
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[Paranoia](https://www.youtube.com/watch?v=lr2fHNfR6IQ).
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<img src="/projects/pics/intermission.webp">
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There were still scare effects. And - since by now I could somewhat program
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stuff - it had interactive elements. There even were enemies. Because I
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couldn't model for shit, they simply were walking stacks of smoke particles
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making some HORRIBLE screaming sound.
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<img src="/projects/pics/intermission_menu.webp">
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<img src="/projects/pics/intermission.webp">
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Though the places were a bit too inconsistent. At first you were in some
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derelict cityscape, followed by a series of abstract nonsensical hallways. And
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then:
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<img src="/projects/pics/intermission_fields.webp">
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You were suddenly in this open grassy field. Looking back this effect might
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even have worked really well, with the claustrophobia inducing hallways
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suddenly giving way to an open space.
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<img src="/projects/pics/house_of_doom.webp">
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### F.A.S.T. 2
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The game was supposed to end in some building standing alone in that field.
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You had to find the basement key. But before you could open the basement's door
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something would jump out of it, ending the game.
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## F.A.S.T. 2
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And then came _FAST 2_. I've not yet put up _FAST 1_ on here, even though I
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still have that lying around actually.
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_FAST 2_ was a top-down shooter in which you controlled a hover glider or hover
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car or something. You blasted your way through enemies and did the usual
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keycard collecting to get to the end of levels. Unfortunately the only relic I
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found is this flythrough, which does not do the game justice, because the
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levels were never meant to be seen from this perspective:
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<video style="width:100%" controls>
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<source src="/projects/pics/fast2_silent.mp4" type="video/mp4">
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</video>
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### Cue
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## Cue
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Keeping in line with top down game (and screenshots that do not to them
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justice) there's _Cue_. Here I actually had human characters running about.
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Still just doing the usual though (that is: shooting stuff). The released game
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_Cybernator_ is basically what this game would have been, just slightly better
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:)
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<img src="/projects/pics/cue.webp">
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<img src="/projects/pics/cue2.webp">
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@ -44,18 +44,16 @@ img {
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.sub-container {
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display: block;
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color: rgb(31, 32, 31);
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background: rgb(251, 251, 251);
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padding: 0.75rem;
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margin: 1rem;
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transition: color 0.2s, border-color 0.2s;
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border: solid 1px rgb(128, 128, 128);
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border-radius: 0.3rem;
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box-shadow: rgba(0, 0, 0, 0.45) 0 0.1rem 0.2rem;
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transition: color 0.2s, box-shadow 0.2s;
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}
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.sub-container:hover {
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color: rgb(54, 63, 54);
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box-shadow: rgba(0, 0, 0, 0.4) 0 0.2rem 0.3rem;
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border-color: rgb(54, 63, 54);
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}
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.sub-container .img-container {
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@ -70,7 +68,7 @@ img {
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height: 100%;
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background-size: cover;
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background-position: center;
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transition: transform 0.5s;
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transition: transform 0.2s;
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}
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.sub-container:hover .img-container-child {
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@ -164,10 +162,6 @@ a {
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transition: color 0.2s;
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}
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a:hover {
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color: #59aa59;
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}
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::selection {
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color: #ffffff;
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background: #108f10;
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@ -178,10 +172,6 @@ a:hover {
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color: rgb(123, 224, 123);
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}
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a:hover {
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color: rgb(150, 255, 150);
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}
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body {
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background: #0d0d0d;
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color: #ebebeb;
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@ -198,12 +188,12 @@ a:hover {
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.sub-container {
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color: rgb(123, 224, 123);
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background: rgb(31, 32, 31);
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border-color: rgb(78, 78, 78);
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}
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.sub-container:hover {
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color: rgb(150, 255, 150);
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box-shadow: rgba(0, 0, 0, 0.4) 0 0.2rem 0.3rem;
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border-color: rgb(120, 180, 120);
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}
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::selection {
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