tagging @GarBenjamin because of the relevant post some time back.
Here’s a demo of that game I mentioned I was starting some time back to be ready in early december for school. The mechanics are in place and the gameplay is laid out, but to meet the school deadline the gameplay was simplified to slenderman style, the map is small and simple, and the placeholder art is all still in place lol.
I’ve got an art guy and a sound guy next semester to finish this off with me. It’s a point&click adventure game but in full 3D. Right click to bring up the context menu of things to do. Complete the easy demo by collecting tools and bringing them to the starting location. If you touch the robot while it’s moving, you die.
Available and untested on all platforms. Enjoy.
–edit
tagging @Skorn as well to see the finished product from the works in progress forum when I discussed the intentionally slow pathfinding a little.
–edit 2
Forgot to include this mini play-through for people who want to see it but not download it.
Thanks for letting me know. I just checked it out. It is pretty cool. I like the control system. At first I was confused pressing arrow keys and WASD and not moving. So I right clicked and the menu popped up and then it all made sense.
I like the grid / block based movement. It reminds of games like Dungeon Master. The screen that comes up when the robot gets you is kind of startling such a contrast to the in-game graphics. lol I like it so far.
You actually played it? :o woo, first non-me player! haha. The control system and the robot ai are the main focus, I’m glad they turned out well. My only warning is that there’s a bug on 1 of the transitions that will put you outside of the grid and then you’re kinda just stuck there. It only happens if you click the corner of 1 of the hallways, I don’t know which though. I wonder what you’ll think of the early camera system They currently both function to monitor the robot AND lure it towards the active camera. It was working in a previous build that the robot can’t murdle you when you’re looking through a remote camera, so… hopefully that’s still the case.
The death screen is a development joke because the previous “model” for the robot was a unity primitive cube. The final game will feature the robot tearing your head off. Or rather, changing the parent of the camera from the player body to the robot’s hand I feel it should be both disturbing and disorienting.
When the project is all done, I’ll probably make the source available. I know @Skorn was interested in the ai and maybe other people will be interested in setting up grid based movements in their games. It’s a simple, genius setup