WINDSCALE:DISASTER Demo (17-08-26)
A playable-demo of my upcoming Sony PSP game "WINDSCALE:DISASTER"...
--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