![]() ![]() This is a vital part of the game and’re going to be used for all trains, trolleybuses and cable cars that we’ve planned. Parallel to the visuals, we’ve developed the train system. Unfortunately, there is a limit on the type of face that you can create with it, so as a forced compromise, we had to search for a new look for the Giant.Īlongside with his face, we have renewed his shirt, it even moves in the wind! Pants and shoes we’ve left as is for now, as in most cases they are not visible.įor the new appearance, we began to experiment with more detailed animations, behaviour and emotions of the Lawbringer. We used an insane tool just released at the time - Metahuman. Having decided on the direction of the gameplay, we started to improve the overall quality of the visuals. It started to turn into something like a dating simulator, where instead of a romantic relationship, you could go to jail. Maybe the rain will upset him or the thunderstorm will make him panic? Angering him - makes him angry, but if you make up for it somehow with a present, he’ll be more forgiving. It started to become more like a proper gameplay mechanic, a mood system that works sort of like a tamagotchi. What if, on the contrary, you do something he doesn’t like, break the law, steal, climb the car, cross the road where you shouldn't? With a new vector on our hands, we started to experiment. And the very peculiarity of the method will save us from the messy text that we’re inevitably going to write. This kept the focus of the game on exactly the very contact that we wanted to capture, adding an incredibly uncomfortable feeling of real physical interaction with a person. ![]() To find an answer, we decided to redesign the basic dialogue tree that we’re used to seeing in games and look into using free communication via microphone, as in the game - Phasmophobia. But how do we make an interesting gameplay out of communication if we’re not writers and we don’t want to make a text based game? But in reality, it turned out to be less fascinating than just talking and having a simple eye contact. The player had to sneak in the streets, hiding behind houses from the giant’s gaze and from his giant hand. Naturally, with this concept, we wanted to focus on stealth. But, by far, the most interesting one was a colossal giant that sits in the middle of the city, watching your every move. We’ve explored a lot of options, from the city on a Giant’s back to the roadmovie, where you have to escape while the giant escorts you to the police station. We’ve been thinking for a long while on how to turn the idea of a giant Policeman into an interesting game. Then there will be nothing left for us but to plan the whole action over again, which is not easy when we are under observation almost all the time.So, let me take a few minutes and explain how we got here. For each such attempt, however, you need to prepare properly (even clearing the escape route of terrain obstacles), because in case of failure we will be easily caught by a ruthless guardian. It depends only on us whether we try to escape by train, decide to jump on the trailer of a truck leaving the place, or decide to use a moment of inattention of an unusual opponent and sneak away on foot. We can move freely around the dystopian city, looking for a way to leave it without being noticed by a policeman. In Militsioner the action is presented from a first person perspective (FPP). As you can guess, from now on his ultimate goal is to escape. The big uniformed man forbids the main character to leave the place, despite the fact that he has not broken the law in any way. Militsioner takes us to the dystopian Russian town, where a giant policeman takes care of order. The game was developed by an independent studio Tallboys, known for such games as Pandemic Express. Militsioner is a surreal immersive sim with an open world, kept in the psychological horror convention. ![]()
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