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WINDSCALE:DISASTER Demo (01-07yh-26)

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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

Demo Video


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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

You will get a 7Z (592MB) file