This is the development log for a personal project I’m working on with several other people (open for recruitment). Ambush is a third person shooter that puts players into the roles of humble peasants from a remote jungle village, and pits them against an overpowering, professional army that has encroached upon their land and threatens their survival.
Key gameplay concepts are a high degree of realism applied to gun play, player movement, enemy senses and behavior, with the goal of creating seemingly impossible situations that will force the player to develop cunning guerilla strategies like hit-and-run attacks, ambushes, and nighttime raids in order to survive and drive the invaders from your territory completely.
Players will be able to hot swap between any allied fighter to have full control of multi-pronged attacks, and will be able to coordinate their strikes with up to three friends. That’s right, multiplayer coop – and over a dedicated server!
In the jungle, there is little that can stop a bullet. For this reason, players will need to move in a unique way that will be an exciting departure from the typical cover based shooter. Sprint, dive, roll, and shoot – sit still too long and your a goner, and you can bet that the last place the enemy saw you is about to become swiss cheese.
Your enemies aren’t only more numerous than you, but they have superior firepower and resources. To make matters worse, they know that they have the advantage and will aggressively seek to utterly crush the players meager forces. This ain’t Duck Hunt!
The game world will be as large as we can make it, and consist of many Zones of Control which will initially be held by the enemy army. The players task is to wipe the map clean of the enemy presence, and this will be no small task. The enemy army will persistently pursue the player, react to player aggression in one zone by sending reinforcements from another, and attack any player held Zones of Control. To cope with all of this, the player will have to learn to ambush enemy supply convoys and small roving patrols, as well as use the cover of night and thunderstorms to sneak into enemy territory to steal supplies/free captive guerillas.
I am the 3d artist and primary designer behind the game mechanics. I will regularly update this thread with art assets as I complete them. The programmer will be joining in to update this thread with his progress as well.
Programmers Twitch stream (he got his sleeping done for this year already so this stream runs almost 24/7): Twitch
Artist Twitch stream (he has poor bastard internet so doesn’t stream as much): Twitch
Programs and 3rd party assets we use are:
Game Engine:
Unity 2017
Art:
Maya LT
Zbrush 4R8
Substance Painter 2
Substance Designer
UVlayout
xNormal
Marvelous Designer
Gaia
Complete Terrain Shader
Vegetation Studio
EnviroSkyandWeather
SpeedTree
Tropical Forest Pack
Organization:
Slack
Trello
GitHub
GoogleDrive