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Games Rhineware – The MIR Incident

Discussion in 'Works In Progress' started by VisionInitiativePersistence, Jan 4, 2020.

  1. VisionInitiativePersistence

    VisionInitiativePersistence

    Joined:
    Jan 2, 2020
    Posts:
    24
    In November 2018 a vision was born to start a team and develop video games. Back then it was just a vision but since that day, many steps have already been made.

    Teammates were found and formed into a team.
    Structures for collaboration and communication have been created.
    Concepts were devised and put into practice.
    Agreements have been made, also beyond the border of our country.
    All united for one goal: 'To create games that put a smile on people's faces'

    In this thread we would like to show our project progress of the game 'The MIR Incident' and our team 'Rhineware'.


    Introduction:
    Since this is our first game, a 2D graphic has been chosen to simplify the development. Graphics are created in HD resolution. Since the camera supports different zoom levels, the resolution is even slightly higher.

    The game takes place in a sci-fi scenario.

    The PC is initially intended as the target platform. Later a transition to the console is possible.

    It is currently planned to complete the game in mid to late 2021.

    Story:
    We don't want to much spoilers at the moment. We also want to have the possibility to change the story if necessary.

    The player starts as a prisoner in an underground laboratory. In this there was an incident whereby some test subjects (animals) have escaped. Unfortunately, these boys have become smarter through the experiments and have released further test subjects. Fortunately, the player comes free in this whole mess. However, fights are now raging everywhere in the laboratory complex between scientists and test subjects.

    The scientists use everything they find to fight back, they throw wrenches or scissors, use crowbars or experimental weapons that they have researched on. Others throw test tubes with chemicals which explode or leave a cloud of toxins behind, etc.
    The test subjects mainly rely on their claws and teeth, e.g. mutated aggressive rabbit hordes, alligators in the sewers, spiders, etc. But there are also special exemplars with much higher intelligence. These boys don't just rely on their teeth and claws. So be careful.
    Both sides view the player as an enemy. One side fights him because he is a human and the other side because he is wearing prisoner clothes.

    Did i already mention the security guards you meet towards the end of the level? They have been called by the scientists. These also fight the player because they don't like his clothing.
    If the player gets through, he can escape into space after a small boss fight. This is also the first GlobalSpace that represents our solar system. From here he can discover on his own or continue directly with the main quest.

    It is planned to make the IntroSector (first GlobalSpace) available as a demo later this year.

    Some sketches:






    Gameplay:
    Types:
    • Ground level

    • Air battles / Space battles

    • World map / GlobalSpace
    The ground levels are the core of the game and are played as sidescrollers. Our strongest AIs are used here. The interesting thing about these levels is the “Rooms” concept. It can be used in different combinations. In a forest level, for example, it is possible to enter caves. In a building, it is possible to go from room to room.

    The air battles / space battles take place from a bird's eye view. Therefore, some of the player's weapons and abilities behave differently here. The grenade launcher becomes a minelayer. The "Turret" ability must of course be shown differently from a bird's eye view perspective than in a sidescroller level. Examples for such levels are e.g. attack on an enemy space station, mine money and materials in an asteroid field (Asteroid Attack), pirate attacks, etc.

    The GlobalSpace forms the world map. It is designed as a sphere. The nice thing is that it shows the depth of space very well. The map is therefore not too small and not too big. Large enough so some exploration is needed, small enough to avoid being exhausting. It's supposed to be fun and not degenerate into hard work. It is possible to fly to planets, asteroids, space stations, etc. and search them. Various shops, levels, items, etc. can be located on them. There can be a secret or level everywhere. The GobalSpace also gives the player the possibility to decide on his own where to go, which quests to pursue or what to explore. When flying over a level entry it shows which unique stuff is left there. Not exactly what is left but just a hint. There is more than one GlobalSpace. These are also called sectors. It is possible to switch back and forth between most of them.

    There are many reasons to explore levels carefully. Unique items, money, materials, story fragments, quests, map fragments, etc. The peculiarities that we want to put into them is that each one is different from the other. Each one is unique. This should keep the player in line until the end. Interesting things can be expected around every corner. During the game also more and more content is enabled.
    In some levels you need certain weapons or skills to progress (e.g. a fire weapon to clear an overgrown passage, a jet pack to jump higher, etc). So it will be worthwhile to return to some of the levels you have already visited to grab one or two additional rewards that you have not been able to access before. Or a quest takes you back there. Maybe the opponents in this level were to strong during the first visit, who knows.

    Important: At this point, only the architecture and concepts were laid for the level ideas mentioned here. We will start with the level design at the end of January.
    So we're just getting started here.
    The later point "Current state of development" describes what has already been achieved. If you have read through what is written there it should be clear that there should be little difficulty in implementing such levels.

    Example pictures „GlobalSpace“:




    YouTube video "Player" and "GlobalSpace":




    Graphic style:
    Here are some pictures that were taken in an experimental scene.




    Music:
    Here are some examples of the first versions of the music.
    https://drive.google.com/file/d/1rMlTOH4S4hWbgj4245xC69tjW67KjeOe/view
    https://drive.google.com/file/d/1WYl96Kyat4TQJodt9eXJ_EXZz_ygMHH7/view

    Current state of development:
    The current state of the game can be compared to an alpha version. It is possible to build playable levels without any problems. Much of the planned game content has already been implemented.
    • Quest system

    • Upgrade system

    • Story system

    • Monetary system

    • Worldmap / GlobalSpace

    • Ground level

    • Air battles / Space battles

    • Companions

    • Saving / Loading

    • Any language can be supported

    • Ingame cutscenes

    • Etc.
    At this point, well over 1,000 graphics have already been created and thousands more are planned. Since the team is a bit smaller than hoped, special emphasis was placed on the architecture of the game. It is possible to design levels in a short time. Much of this is done by algorithms and mostly works via drag&drop and "level drawing". Much thinking is not necessary.

    The AI is constantly being improved. Particular emphasis was placed on the path finding algorithm. They will find a way in any level if there is one, no matter how complex it is. Of course, restrictions and requirements were specified for this. The AI must follow rules. This makes it possible for the player to be able to take AI companions everywhere with him or to summon them.

    The AI is also able to use the environment to its advantage. The "Generation 3" of the AI, for example, looks for cover, can use different attack patterns, sometimes withdraws from the fight to take a first aid package and heal itself, etc. Depending on which generation of AI is used and how it was parameterized, it behaves differently (e.g. pacifist, only ranged, only melee, hybrid, etc.).
    In addition to the “Build In” abilities, it is also possible to give any AI any number of external abilities or spells. The "Handshake" approach is used here.

    The main focus is currently on the visual aspects of the game (NormalMap, Paralax and VFX). Here we carry out the last experiments to build a solid foundation.
    Completion of these experiments is planed for the end of January 2020. From then on, the only focus lies on level design, improvements and mass production. This is also the reason why we currently only show basic game mechanics and not finished levels.

    YouTube Video – Pathfinding and “Generation 2” AI:




    Conclusion:
    There is still a lot to do, but step by step precedes the work. =)

    You want to hear more about one of the mentioned points?
    Let me know.

    Have a nice week all. =)
     
    manpower13 likes this.
  2. VisionInitiativePersistence

    VisionInitiativePersistence

    Joined:
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    Back from the winter break and back to work.

    We have a few pictures for you of the experiments with parallax backgrounds that we are currently working on. However, it is only an intermediate state that you can see. A background consists of 7 layers. Of course, there will be more of these over time. For example, moon surface, forest, etc.

    Have a great start to the new year. May your wishes and goals come true. =)






     
  3. VisionInitiativePersistence

    VisionInitiativePersistence

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    Short interim status regarding our business registration.
    Maybe there is interest.

    The last important authority gave us the green light. Thus the registration is finished in principle. There are still one or two forms to fill out, but these are just formalities.
    This was another important milestone for us.

    Have a good start to the week. =)
     
  4. VisionInitiativePersistence

    VisionInitiativePersistence

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    Today we take a look at the parallax and endless background. :)

     
  5. VisionInitiativePersistence

    VisionInitiativePersistence

    Joined:
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    So.
    After the business topics have been completed, the project planning for the next project phase is now also complete. We left the experimental phase behind and started with mass production.

    In about a month, we should have all the basic elements for four more TileSets ready.
    So far there was only the 'Concrete' TileSet.
    The following TileSets will now be added
    • Grass
    • Steel
    • Asteroid
    • Alien
    We are already looking forward to showing them to you.
    Also, we have now finally time continue programming.

    Have a nice week boys and girls. =)
     
  6. VisionInitiativePersistence

    VisionInitiativePersistence

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  7. VisionInitiativePersistence

    VisionInitiativePersistence

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    Improved perception of the environment.

     
  8. VisionInitiativePersistence

    VisionInitiativePersistence

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    So boys and girls,
    today we want to show you the big crawling.

    If you want you can take a first look at the `Climbing´ pathfinding algorithms.
    This will be the last pathfinding feature for this project.
    In future projects, we will add further algorithms e.g. swimming, diving, hybrids, etc

     
  9. VisionInitiativePersistence

    VisionInitiativePersistence

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    The big crawling continues.
    The babies have grown up and are now also going hunting.
    The bellies don't fill by themselves.

    We tested the pathfinding in difficult conditions in this video.
    Even if the AI is flung away or gets out of step, it catches itself again, realigns itself and returns to the fight.
    This completes the `Climbing Path Finding´ implementation for the time being.

     
  10. JohnnyA

    JohnnyA

    Joined:
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    There seems to be a bit of visual incongruity between the platform elements and the space elements. Both look good, but the styles don't seem to align. For some reason I find this very jarring as I can't determine the tone of the game.

    In a similar vein the animal enemies don't seem to match the rest of the platform visuals.

    Obivously this is WIP, but these things really jumped out at me.
     
  11. VisionInitiativePersistence

    VisionInitiativePersistence

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    Hey JohnnyA, thanks for the feedback. All characters will get a visual overhaul. The animations will also be adjusted. For the moment, only AI and Framework is important to us. We should complete both of these points in two months.



    The boys and I thought that it was a little boring that the AI would only use one weapon to punch a dent into their bulbs.
    For this reason we have decided to give them a whole arsenal of `Equipment´:
    - Axes
    - Shields
    - Baseball Bats
    - Umbrellas
    - Rifles
    - Pistols
    - Rocket Launcher
    - Etc.
    In short, everything that makes the other person feel bad when you touch them with it.

    So there is only one thing left to say:
    Give them pain, boys!”

     
  12. VisionInitiativePersistence

    VisionInitiativePersistence

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    New equipment has arrived.
    In addition to melee and ranged weapons, other categories have been added to the framework. Each category can be expanded as required.

    Skills: Grenades, mines, summoning and other fun things.
    Passives: Buffs, Aura, Lifesteal and other beautiful things.
    Armors: The boys should be able to endure some pain. We don't want them to tip over as soon as you just breath on them.

    Of course, both the player and the AI can take advantage of these babies.
     
  13. VisionInitiativePersistence

    VisionInitiativePersistence

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    So boys,
    today there is the 'Big Crawling' and 'Flappy Bird' again.

    With the new player core, the player is now able to take control over any character in the game, regardless of whether it is walking or flying. The new core is like a parasitic organism. It kills the AI, spreads through the central nervous system, thus taking control of the character. This opens up interesting possibilities and new game mechanics.

     
  14. VisionInitiativePersistence

    VisionInitiativePersistence

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    In the new video we would like to show a whole package of new things and features.
    However, the main focus is on the newly built-in audio management and the first SFX.
    The framework is in place and more and more SFX are now being added.

    For me personally, an important milestone was also reached. It is now finally possible to have a proper fist fight in the game. This feature was very important to me.

    So there is only one thing left to say: "Today we are going to the moon!"

     
  15. VisionInitiativePersistence

    VisionInitiativePersistence

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    In order to improve awareness, we will now also regularly participate in streams to present our team and game. For the time being, however, only on German streams. It starts with the 'German GameDev Showcase'.

    Our first contribution consists of a 2-minute video. Since the video was a special contribution for the stream, it is not listed and can therefore not be found on our channel.
    However, you can still watch the video via the link or alternatively the recorded live stream. Also with German commentary.

     
  16. VisionInitiativePersistence

    VisionInitiativePersistence

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    Today we want to show you the 'Day and Night' feature.
    For this we go into the forest.
    During the day it is rather peaceful, but at night it becomes more dangerous and you may get beaten up.

     
  17. VisionInitiativePersistence

    VisionInitiativePersistence

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    Today we want to see what happens when we put the player together with a gorilla, a pile of stones with aggression problems and a few other critters in a locked room.

     
  18. Billy4184

    Billy4184

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    Looks interesting! But the character is huge relative to the screen, and I can't see anything that's not right in front. If this is for PC, I'd zoom out until the character is half the size or less.
     
  19. VisionInitiativePersistence

    VisionInitiativePersistence

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    Hey Billy, thanks for your feedback.
    Right now we are using this zoom level, since the textures are in a very high resolution and we have some issues with pixel flickering. We will work on this issue in January.

    In the finished game, there will be several zoom levels. This way the player has full control over it and can decide on his own.

    Have a great day, good man.
     
  20. VisionInitiativePersistence

    VisionInitiativePersistence

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    Let's start the new year.

     
  21. VisionInitiativePersistence

    VisionInitiativePersistence

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    Today we will show a few new types of characters.
    Such as slime, snakes, cows and other critters.

    We would also like to demonstrate a few existing status effects.
    Like poisoning, setting things on fire to and other stuff.







     
  22. VisionInitiativePersistence

    VisionInitiativePersistence

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    We participated again in the 'GermanGameDevShowcase' Livestream. It is difficult to pack three months of development into a 2 minute video, but we tried anyway.

    Since the video was a special contribution for the stream, it is not listed and therefore cannot be found on our channel. However, you can still watch the video via the link or alternatively the recorded live stream.



     
  23. VisionInitiativePersistence

    VisionInitiativePersistence

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    Today we're going to Mars to push some boxes around.







     
  24. VisionInitiativePersistence

    VisionInitiativePersistence

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    In the first level, the laboratory, the player should get a certain peace time before he is thrown out into the big bad solar system.
    In this level it should start slowly and calmly and then pick up the pace more and more. Here, the player has the opportunity to come into contact with various game mechanics. Such as:
    • Using weapons and skills
    • Fight / Heal
    • Finding equipment
    • Overcome obstacles / Finding a Path
    • Riddles
    • Secrets
    • Ambushes
    • Boss fights
    • Time pressure in certain situations (e.g. gas spreads)
    • Freedom of choice and independency
    The first level also decides how difficult it will be for the player in the beginning. There is something to be found everywhere. A hidden better weapon, coins and so on.

    If he has searched the level well, he will start the game with good equipment and more money.
    Once he leaves the level he should be familiar with most of the basic elements of the game.
    From here, he has to survive on his own.







     
  25. VisionInitiativePersistence

    VisionInitiativePersistence

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    We participated again in the 'GermanGameDevShowcase' Livestream. For the third time already.

    Since the video was a special contribution for the stream, it is not listed and therefore cannot be found on our channel. However, you can still watch the video via the link or alternatively the recorded live stream.



     
  26. VisionInitiativePersistence

    VisionInitiativePersistence

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    Karl and the boys
    Today we're on the way with Karl and the boys to stir things up in the area.

    Currently we are working on making the melee and ranged combat more lively. This will be the focus of this and the next video.









    The following adjustments have been made for melee and ranged combat:

    Faster animations: Animation duration for attack, abilities and draw / put away weapon has been reduced by 20-70%.

    Corpses: Dead characters are now converted into a corpse and remain lying.

    Shred: Characters who die from the 'Explosive' damage type are now shredded (e.g. spiders burst as slime).

    Higher rates of fire: 'Modern' weapons (e.g. machine guns) now have significantly higher rates of fire.

    Bursts: AI characters no longer empty their ammunition in one go, but shoot in bursts.

    Reload animations: During the reloading, an animation is played to visualise it.

    New weapon types: In addition to projectile weapons, there are now also flamethrowers and beam weapons.

    New weapons: Around 30 new melee and ranged weapons have been added.

    Melee Combo: In preparation for the improved AI melee combat, the melee combat system was changed to a combo system. With combos, significantly higher attack speeds are possible. At the same time, it makes blocking and evasion more efficient.

    Melee sound: Each melee weapon and each attack able object is now assigned a material. Depending on which materials meet (e.g. metal on metal, wood on stone), different sound effects can be played.

    Pack behaviour: Some characters (e.g. wolves) now show a pack behaviour. If an enemy is sighted, near pack member will be alerted. But with skill and a little patience, the player is still able to lure out individuals to thin out the pack.


    The following other adjustments have been made:

    UI: First improvements to the UI have been made.

    Landing sequence: When entering a level, a landing sequence is shown now.

    NPCs: The NPC framework has been added to the game. NPCs act as quest givers, storytellers, companions, etc.


    Outlook:
    In the next video we will be on our way with Hanson, Fred and their skeleton buddies to beat up the opposing faction.
    The focus here will be on the improved melee combat behavior of the AI.
     
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