WINDSCALE:DISASTER Demo (01-07yh-26)
A playable-demo of my upcoming Sony PSP game "WINDSCALE:DISASTER"...
--LATEST UPDATE (01-7-26)--
Splash in/out of water animation
Underwater bubbles follow player movement
Player pulled under surface when entering water
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Currently contains 6891 lines of code
Completely homemade game (easy FPS editor)
One-man development (no A.I. involved)
Tools Used: Affinity Photo/Trimble Sketchup/Maverick 3D/Renoise/Sublime Text
Homemade graphics/story/states/scripts/models/sprites/music
Complex state-machine scripting providing unique features
--FEATURES--
Field of view changes when entering/exiting water
Footsteps stop when moving underwater
Fish and animated sea-vegitation
Player starts gurgling whilst drowning (after 20 seconds)
Player gasps (when leaving water) whilst drowning
Swimming (Sir.Spaniels script)
Animated 3D water mesh
Animated water-surface caustics
Underwater refraction animation
Splash noises (in/out)
Ambient water sound (in/out)
Player injures/drowns underwater
Weapon holsters/draws on enter/leave water (remembers which weapon)
New weapon: Sig Sauer "Vitrus" SMG (scoped) - with super-zoom!
Ammo HUD and tracer bullets
2D enemy (multiple attack animations)
Weapons (FNX Pistol/Dual-Pistols/Grenade Launcher/Folding Machine Gun/Vitrus-Scoped)
Door-locks (Mastermind min-game)
Realistic "street pack" textures
Improved weapon-cycling
Smoother weapon animation transitions
Shattering glass(animated 3D model and particles)
Improved head-shots (now more responsive)
Rotating 3D weapon-pickups (more visible)
Rain/snow (with collision animation)
3D corpses (normal/headless)
Enemies knocked-back (when killed)
Breakable glass-windows
Head-shots (zoomed/aimed shots explode enemy heads)
Corpses lie in the position/direction they were killed
Zoom/aim with right-mouse-button (changes speed/accuracy/damage)
Real-life weapon-handling actor (special thanks to @Python)
Multiple weapons: Pistols, Rifle, Launcher, Folding machine-gun
Gun-smoke effect
Destructible Vehicles
Random Rotation of Ammo-Tins
3D model weapon-pickups
Weapon pickup (top-up partially-empty weapons or awards ammo-tin if full)
Smoke-trails/explosions/shock-waves/debris-blasts/animated lighting/Camera shake
Animated spent-cartridge/empty-shells
Dual-wield pistols (pickup multiple pistols to activate)
Realistic bullet-trajectory effect
Weapon-inspect animation for player-idle (interrupt animation by moving player)
Shared ammo between weapons (ammo-tin pickups can reload any weapon)
Auto-holster empty weapon
Auto-cycle empty weapon to next reloaded weapon
Multiple firing-modes for each weapon (dual-wield/head-shot/double-tap/grenade-toss etc)
Mixed-media 2D and 3D enemies (2D sprites and 3D corpses)
Enemies are knocked-back when killed
Giblet-effect for hard-damage attacks
Blood-spray animation for aimed-head-shots
Rain/snow effect (environmental surface-collisions with impact animations)
Multi-branching enemies (randomised attack...)
Real head-shots - aimed head-shots will explode enemy heads
A-synchronous enemy timings/behaviours/animations (no 2 enemies are exactly the same)
Photo-referenced 3D building-facades from real-life locations around the World
Photo-referenced military and civilian vehicles
3D vegetation
Underground tunnel-system (maze)
- Special thanks: @Sir.Spaniel (swim-script), @Flappy (dust-script), @TeacupGuy (grenade-script).
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--TO DO--
Exploding Barrels
Rescue NPC/Hostages (for reward)
Elevators/Fetch-puzzles
Car-jack option to loot vehicles
Loud noises (explosions/car-alarms) alert nearby enemies
Helicopter deploys enemy troops by rope-ladder
Bubbles and caustics for underwater
3D ash/palm trees
Currency-system to purchase upgrades/tools/weapons/equipment
Parkour elements (jump/crawl/climb/swim/shimmy from area to area)
Tools-system unlocks previous areas (re-playability)
Bomb-disposal element (disarm bombs to collect explosives/set traps)
Drop anywhere onto the map using birds-eye parachute-view
Character-driven storyline - story/clues unfold through narrative
Procedural 3D internal building-interiors
Parallax 2D external building-interiors
Reload animations cancelled by moving player
Multi-branching enemy-health (run/walk/limp/crawl)
Snow effect (environmental surface-collisions with melting animation)
Real "dismemberment" aimed body-shots will instantly explode enemy limbs/torso