more text for lost projects
This commit is contained in:
parent
27729f4e06
commit
e1d8310c72
2 changed files with 71 additions and 21 deletions
|
@ -9,24 +9,84 @@ 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:
|
||||
|
||||
### Call of the Darkness
|
||||
## 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.
|
||||
|
||||
<img src="/projects/pics/intermission_basement.webp">
|
||||
|
||||
### Intermission
|
||||
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).
|
||||
|
||||
<img src="/projects/pics/intermission.webp">
|
||||
|
||||
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">
|
||||
<img src="/projects/pics/intermission.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:
|
||||
|
||||
<img src="/projects/pics/intermission_fields.webp">
|
||||
|
||||
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.
|
||||
|
||||
<img src="/projects/pics/house_of_doom.webp">
|
||||
|
||||
### F.A.S.T. 2
|
||||
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:
|
||||
|
||||
<video style="width:100%" controls>
|
||||
<source src="/projects/pics/fast2_silent.mp4" type="video/mp4">
|
||||
</video>
|
||||
|
||||
### Cue
|
||||
## 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
|
||||
:)
|
||||
|
||||
<img src="/projects/pics/cue.webp">
|
||||
<img src="/projects/pics/cue2.webp">
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue