Done on my own as part of a submission for a University coursework, this was my first 3D game. I've done everything from the game idea and producing to programming and level design.
The story is narrated by Anna Robinson (Senior lecturer at UEL, published poet and non-fiction author, editor and reader development advisor to public libraries).
In this game I made my first A.I. script. The NPCs have a field of view, so you can sneak behind them and go unnoticed.
Other relevant scripts/systems made by and used in this game:
Engine used: Unity
Roles:
Story & SPOILER
In this game, you find yourself locked in a room, after you were kidnaped by a group of unknown men. You decide to take the risk and escape before they return to you. Sooner or later, you manage to leave the house, just to find yourself on an abandoned island in the middle of nowhere. A dark secret is revealed as you explore the island: the whole place is contaminated with radioactive substances and some of the kidnappers turned into brainless biped creatures, killing the others who were still not contaminated.
The story is narrated by Anna Robinson (Senior lecturer at UEL, published poet and non-fiction author, editor and reader development advisor to public libraries).
In this game I made my first A.I. script. The NPCs have a field of view, so you can sneak behind them and go unnoticed.
Other relevant scripts/systems made by and used in this game:
- Health
- Player Controller
- Inventory (proper inventory, you can pick-up items, stack them, or drop them back in the world)
- Asynchronously scene loading (with loading screen and smooth transitions)
- Game Manager
- Goal system
Engine used: Unity
Roles:
- Producer
- Programmer
- UI/UX
- Audio
- Animation
- Game writer
Story & SPOILER
In this game, you find yourself locked in a room, after you were kidnaped by a group of unknown men. You decide to take the risk and escape before they return to you. Sooner or later, you manage to leave the house, just to find yourself on an abandoned island in the middle of nowhere. A dark secret is revealed as you explore the island: the whole place is contaminated with radioactive substances and some of the kidnappers turned into brainless biped creatures, killing the others who were still not contaminated.
The story behind the story
I was supposed to create a game with the theme "room escape", which I did! It was room escape, then house escape, then island escape...
For this game I spent more time learning than actually working, I was learning the new things on the go. Unity itself was pretty new to me at that time.
The initial version of this game, the early alpha version, had only one room as playable area. As I was learning how to use more and more of Unity, I decided to extend the playable area from one room to an entire floor, with 4 rooms.
The Alpha release had the aforementioned 4 rooms filled up with props and quest objects. By that time the Beta version was due, I learned how to use the Unity's Terrain Tool and I was thinking "Okay, let's put the floor in a house and the house on some ground". I decided to make the "ground" an island, because the water would serve as a visible playable area border. I shaped the island to look like a volcanic island, then I shaped the elevation to create some "leash zones" for the NPCs, to prevent all the NPCs from creating a horde to chase the player around. Let's not forget that the main theme was room escape, not horde survival.
To guide the player, I made a number of triggers and I placed them in key points around the level. Should the player reach them, an audio message will play, some sort of narrator guidance, telling player if he's getting closer or not.
In May 2021, this game will be celebrating 3 years of existence. A remastered version is already planned and will be released at the end of Summer 2021.
The current version of the game is not available to be downloaded by the general public, and only a selected few have access to it. If you would like to play it, leave me a message using the form you can find in "Contact" tab.
Now you know how the Island Getaway come to existence.
For this game I spent more time learning than actually working, I was learning the new things on the go. Unity itself was pretty new to me at that time.
The initial version of this game, the early alpha version, had only one room as playable area. As I was learning how to use more and more of Unity, I decided to extend the playable area from one room to an entire floor, with 4 rooms.
The Alpha release had the aforementioned 4 rooms filled up with props and quest objects. By that time the Beta version was due, I learned how to use the Unity's Terrain Tool and I was thinking "Okay, let's put the floor in a house and the house on some ground". I decided to make the "ground" an island, because the water would serve as a visible playable area border. I shaped the island to look like a volcanic island, then I shaped the elevation to create some "leash zones" for the NPCs, to prevent all the NPCs from creating a horde to chase the player around. Let's not forget that the main theme was room escape, not horde survival.
To guide the player, I made a number of triggers and I placed them in key points around the level. Should the player reach them, an audio message will play, some sort of narrator guidance, telling player if he's getting closer or not.
In May 2021, this game will be celebrating 3 years of existence. A remastered version is already planned and will be released at the end of Summer 2021.
The current version of the game is not available to be downloaded by the general public, and only a selected few have access to it. If you would like to play it, leave me a message using the form you can find in "Contact" tab.
Now you know how the Island Getaway come to existence.