Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411576 Posts in 69386 Topics- by 58445 Members - Latest Member: Mansreign

May 05, 2024, 09:40:28 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsRebirth - Procedural Survival Horror Sandbox game
Pages: [1]
Print
Author Topic: Rebirth - Procedural Survival Horror Sandbox game  (Read 2904 times)
Rico
Level 0
*


View Profile
« on: May 20, 2014, 05:53:13 AM »



Rebirth is a survival horror sandbox game with a focus on procedural environments, dynamic AI, mood and atmosphere. Influenced by games such as Silent Hill, STALKER, and the writings of H.P. Lovecraft, Rebirth intends to bring back the intensity of old survival horror games like Silent Hill 2 and couple it with interesting and fun gameplay mechanics in a dynamic world where things are not as they seem.
 
Day
Scavenge. Hunt. Explore.

Afternoon
Fend off a group of survivors who found your house. Reinforce the barricades, take stock of your supplies, check to make sure you have enough gasoline for your generator.

Night
Survive.
 
Rebirth is a game about survival. The world is in shambles, shattered to the core due to a mix of mysterious events. Strange beings roam the earth and humanity is powerless to stop them. You are not a hero. You will not stop them either.

Features


Procedurally generated world – There will be a large amount of buildings and places that are procedurally generated to keep gameplay fresh and interesting each time you play.

Living, breathing eco-system. AI with goals and advanced behaviours, such as actively searching for you when they lose sight of you, searching key locations for food, etc.

Emergent gameplay – Random events scattered throughout the world. Your house may be raided or attacked one day, or you may find a map leading you to a loot cache… or a trap!. All gameplay elements are designed to work both on their own and coupled with other systems, thus allowing you freedom as a player to solve problems as you see fit.

Survival based gameplay – Scavenge during the day. Find food, weapons, medical supplies, ammo, and scavenge for shelter. Try to survive the night to see the light of the next day.

Procedural Horror, immersive atmosphere and dynamic scares!

Various enemy types, all with different behaviors and objectives. No “This Enemy is a bigger version of that guy who does more damage”. A core philosophy is to make each enemy have a role and be special in their own way. Enemies have different factions and allegiances, you are not their only foe.

Physically simulated melee combat

Full body awareness.

Barricade existing buildings, set up defenses and generators using items you collect and the environment around you.

Permanent death.

RPG elements – Customize your character, become more experienced.

Mind-warping horror system. Your fear shapes the world around you… (details on this still secret, will reveal later on)

Craft items using resources scavenged from the world


Future planned features

Multiplayer – After most mechanics are complete.

Completely procedurally generated environments



Some Media to start things off with











« Last Edit: May 20, 2014, 06:07:10 AM by Rico » Logged
Rico
Level 0
*


View Profile
« Reply #1 on: May 20, 2014, 06:06:10 AM »

Here's a dev diary about the procedural generation I created to generate interior levels for the game. A modified version of this system will likely be used to generate certain things in the world's exterior, such as cities and settlements.

Noise and other procedural bits of magic will later be used to generate terrains. We are currently using a static terrain for the outdoor sections in order to get a vertical slice of gameplay ready for demos, but plan to later make everything procedural if possible.



Logged
Rico
Level 0
*


View Profile
« Reply #2 on: May 20, 2014, 06:10:00 AM »

And here's a gif of the melee and dismemberment systems, currently WIP. The camera is quite shaky atm due to using placeholder animations for the charge attack, and some IK issues I need to deal with on the player. A lot of the animation is IK driven.

Shaky cam issues will be addressed, do not worry :-)

PS: Zombie enemies are placeholder models. No vanilla zombies here, thank you.


Logged
Rico
Level 0
*


View Profile
« Reply #3 on: June 02, 2014, 08:07:55 AM »

Here's a screenshot from this week.

« Last Edit: June 02, 2014, 10:53:42 AM by Rico » Logged
Hardcore2dacore
Level 0
**


View Profile
« Reply #4 on: January 11, 2015, 04:08:56 PM »

Shame if this game is dead.. :/ no updates for a while, do love some dismemberment though!
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic