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WINDSCALE:DISASTER Demo (17-08-26)

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A playable-demo of my upcoming Sony PSP game "WINDSCALE:DISASTER"...


<<VIDEO>>


--LATEST UPDATE (17-08-26)--

Flash-bang/Stun-grenade

Grenade physics (thanks to teacup guy)

Homemade 3D grenade model

Press 'G' for quick-throw

Smoke trail (visual aiming-guide)

Realistic throw/explode sounds

Volumetric smoke cloud

2D blast-radius animation

Breaks windows/stuns enemies

2x Textures (1=unexploded 2=exploded)

Small HUD improvements (better text box)


*Coming Next>> Man-trap: stops enemy moving

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Completely homemade game (easy FPS editor)

Contains over 8000 lines of unique code​

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 etc.


--FEATURES--

Volumetric gas/fog environment

Gas Mask pickup/power-up

Respirator breathing/choking sounds

Chemical gas hurts player unless respirator is worn

Mask auto-equips in chemical hazard

Animated don/doff sequence (rendered 3Dmodel)

Volumetric smoke (when APC or aircraft are destroyed)

Volumetric fog

Panavia-TornadoGR-4 3D model (homemade/sketchup)

LASER designator (Maverick missile) weapon system

press "B" to launch Maverick missiles

random (real-life military) bombing radio chatter

LASING animation and scalable designator HUD

valid-target discriminator (only bombs actual map-tiles)

cancel targetting by pointing the LASER up at the sky

3D Maverick bomb model (home-made with trimble-sketchup)

new missile-explosion animation

updated pickup/loadout screens for all power-up/collectibles

flack-jacket protects against Maverick-missile blasts

Collected landmines can be re-deployed by pressing "m"

Enemies can trigger mines by stepping on them

Landmines can be detonated by shooting them

Glass debris (semi-random placement)

Land-mines knock the player backwards through the air.

Flack-Jacket reduces land-mine damage.

landmines are hidden until detected by mine-detector

mines can be collected with the shovel

Landmines=explode when stepped-on

Land-mines knock the player backwards through the air

Landmines are hidden until detected by mine-detector

Detected land-mines can be collected with the shovel

Flack-jacket = protects from explosions

Compass = always points North

Boots = move faster

Rifle-Stock = improves weapon handling

Hack-Tool = hack door codes

Suppressor = silence weapons

Gloves = punch through glass

Flipper = swim faster

S.C.U.B.A. = prevent drowning

Dive-Mask = see underwater

Rifle-sight = enables headshots

Ammo-pouch = stockpile weapon ammo

C-Magazine = extended ammo (100 rounds)

Ammo-tin overhaul:

stockpiles ammo, if ammo-pouch equipped (fully reloads magazine when empty)

immediate-use ,if no ammo-pouch equipped (partial top-up current/held weapon)

automatic standard-mag/extended-mag recognition

reloads (and draws) next empty/holstered weapon

Splash in/out of water animation and sounds

Underwater bubbles follow player movement

Player plunged under surface when entering water

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 (inside/outside)

Player gradually drowns underwater

Weapon holsters/draws on enter/leave water (remembers which weapon)

Weapons:

AKM

Pistol/Dual Pistol

Grenade Launcher (bounced shot/direct shot)

Folding Pocket Gun

Sig Sauer "Vitrus" SMG (scoped) - with super-zoom!

Ammo HUD for weapon/ammo

2D enemy (multiple attack animations)

Door-locks (Mastermind min-game)

Realistic "street pack" textures

Smooth weapon animation transitions

Shattering glass windows (animated 3D model and particles)

Real head-shots (aimed-shots explode heads)

Weapon aim/zoom with right-mouse

Rotating 3D weapon-pickups (more visible)

Rain/snow (with collision animation)

3D corpses (normal/headless)

Corpses remain in the position they were killed

Enemies knocked-back (when killed)

Real-life weapon-handling actor (special thanks to @Python)

Multiple weapons: Pistols, Rifle, Launcher, Folding machine-gun

Gun-smoke effect

Destructible Vehicles (explode)

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)

Giblet-effect for high-damage attacks

Blood-spray animation for aimed-head-shots

Rain/snow effect (environmental surface-collisions with impact animations)

Multi-branching enemies (randomised attack...)

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

Corpses lie in the position/direction they were killed

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

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)

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

You will get a 7Z (632MB) file