Game Prototype Demo W.I.P.
Software: Unity, using Invector Shooter Melee Controller
Gimmick: You will rely on your auditory perception and timing.
Capture sound vibration from your surroundings to conjure deadly projectiles.
Fast-paced , 'catch and release' game-play inspired by sports like tennis, throw-ball & soccer
Visual Theme: Sci-fi, Superhero, Ancient Aliens, UFO, East Indian mysticism and metaphysics of sound
Index
1) Core Game-play/Player Ability (with 4 sample videos)
2) Enemy Classes (Wip)
Core Game-play/Player Ability:
The player/ character Adam is a man with extraterrestrial origin. His attacks are a mix of projectile based attacks (mid-far) and melee combat (near-mid).
Special Powers:
He has the special ability to absorb sound vibrations from his surroundings (environment & enemies). The player can then convert this into a 'single use' projectile. Sound pitch and volume determines the range and strength and type of the player's projectile. Some enemy classes require a specific type of projectile to defeat them. The player will have to carefully detect useful sounds and sound producing objects eg. concrete, metal, explosions, an enemy's groan or roar and so on.
Additionally, he can generate low tier sounds by stomping or punching surfaces (See sample videos for more). Adam is a mute so generating vibrations from his voice is not an option.
Images below depicts Vibration Attacks, (1) Directional and (2) Omni.
Special Powers:
He has the special ability to absorb sound vibrations from his surroundings (environment & enemies). The player can then convert this into a 'single use' projectile. Sound pitch and volume determines the range and strength and type of the player's projectile. Some enemy classes require a specific type of projectile to defeat them. The player will have to carefully detect useful sounds and sound producing objects eg. concrete, metal, explosions, an enemy's groan or roar and so on.
Additionally, he can generate low tier sounds by stomping or punching surfaces (See sample videos for more). Adam is a mute so generating vibrations from his voice is not an option.
Images below depicts Vibration Attacks, (1) Directional and (2) Omni.
"Directional and Omni are further explained in the 'Projectile Types' section below 0039"
Melee Combat:
By default, the player has martial arts and parkour skills. This grants him additional brawn and agility. The player will have to create strategies that utilize both Melee and Special Powers to break enemy guard and attack formations.
Sample Video #1
Capture Sound Vibration/Throw Vibration
Capture Sound Vibration/Throw Vibration
Upon hearing a sound, the player has approx. 2 seconds to capture the sound via button press. It will auto-equip (as indicated by menu icon). It will self destruct immediately after one use or if left unused for approx. 5 seconds.
In video he absorbs the sound vibration from the soldier's shots. He is able to mimic the sound he absorbed when throwing his projectile.
Sample Video #2
Stomp and punch surfaces for more sounds
Stomp and punch surfaces for more sounds
The player can kick walls and stomp the floor to produce low tier projectiles. Here he kicks a metal tank. The player can utilize these when evading a tough enemy: for a free hit, stun or distraction.
Sample Video #3
Mixing it up vs enemy defenses & formations
the player displays hitting a wall, using that sound vibration to damage the robot. He then captures the high tier sound from the damaged robot to then attack multiple smaller enemies. The player is can create multiple strategies: to take out large numbers of smaller enemies and solve situations where one enemy class might be immune to a specific projectile type (see projectile type below).
Vibration- Projectile Types [0039]
Projectile attacks take 7 forms of dispersion, based on the pitch (Hz) of the source vibration.
name/source pitch/distance/description/ durability
1- Directional - medium pitch. Target- player front line, near/mid -most common type (5 seconds)
2- Target- high pitch - acts similar to a movable sniper scope for distant targets (10 seconds)
3- Omni- low pitch - damages all surrounding enemies- near/mid/far (8 seconds)
4- Varied- fluctuating sound - player emits random projectiles to hit random targets -near/mid (5 sec)
5- Sustained- drone sounds - player creates 3d shapes for level platforming (shape lifespan 5-10sec)
6-Sonic- very high pitch (>100kHz)- player front line, near/mid/far - multi-target -late game (5 sec)
7-Astral- very low pitch (<10Hz)- player decimates everything in view- rare- final battle (10 sec)
Vibration- Projectile Levels
All Vibration Projectiles (except Sustained Vibration) have 1-4 strength levels based on dB and Hz of the source vibration. The chart below displays Directional, Target, Omni and Astral.
Sample Video #4
Platforming with Sustained Vibration
This video shows the player interacting with sustained sound vibration. This type of sound is produced by drone instruments and electronics eg. Air Conditioner, motors & Tanpura instrument. The player creates a projectile in the form of boxes. he can use these boxes to climb to higher regions.
Control Samples (WIP)
These are concepts for the controller, like most 3d Action/Adventure games the controls will slightly change based on Exploration, In Battle, Trigger Super-Mode, Swimming, Flying.
Examples below display:
(A) Adventure Mode: This is the control scheme the player will first meet. The focus is level exploration (dry land), platforming and object interaction. Capture/Throw Vibrations remains active so that the player can break floating Item Chests and floating levers. Slide option remains active so that the player can slide under low passageways. Offensive skills are inactive in this mode.
(B) Free Combat Mode: The game switches to this mode when the player detects an enemy or is detected by an enemy. Offensive attacks become active. The controller setup allows for (a) Vibration: catch n' throw and (b) Melee Attacks: kick + punch combo variations.
(C) Lock-On Combat Mode: Coming Soon!
(D) Trigger Super Mode: Coming Soon!
(E) Swimming Mode: Coming Soon!
(F) Free Flight Mode: Optional
Enemy Classes (Wip)
Most enemies are Extraterrestrial life-forms with varying immunity and vulnerability to vibration projectiles and melee attacks.
Type/Class/Description
Type 1- Regular- Vulnerable to all attack forms (humans fall into this category)
Type 2- Astral 1 - Weak towards Aim Projectile, Immune to all other attacks
Type 3- Astral 2- Weak towards Omni Projectile, Immune to all other attacks
Type 4- Silent - An enemy that makes little to no sound, fast moving, usually immune to melee attacks and requires Vibration Projectiles.
Type 5- Vibration Destroyer- These enemies will suppress the player's ability to absorb vibrations within a specific radius. They can range in immunity by species. Some require melee attacks while others will encourage the player to find other means to outsmart the enemy.
Type 6- Vibration assailant- The player will be significantly damaged, killed on spot upon using vibration projectiles. This forces the player to design new game-play strategies as Type 6 usually requires projectiles to defeat them. Either disable their immunity or expose a hidden weak-spot.
Type 7- Shifter- During battle, these enemies will completely change immunity and rules applied to kill them.
Type 8- Vibration alter- this type of enemy can alter the vibration in the atmosphere making a challenge for the player to attain desired vibrations. Type 8 can also inflict ailments on the player as he attempts to absorb vibrations. Ailments include poison, health drain, defense down, and slow down. Immunity and weaknesses of enemy will vary by species.