Purple Eye

Purple Eye

Purple Eye is a story driven action adventure game made by one person on Unity, drawing inspiration from Resident Evil and Telltale’s The Walking Dead.
It was initially meant to be the last part of a trilogy, after two games named White Maze and Black and Gray - which I’ll present another day - but it will tell its own story, and won’t need the other two games to be understood.

Technical Details

Purple Eye uses Unity’s High Definition Render Pipeline, and is compatible with DirectX 12 and DLSS, and maybe with Ray Tracing in the future.
Character models are made with Character Creator 4.
The two main assets used are Ultimate Character Controller and Adventure Creator.

Synopsis

2020 - AN ALIEN FAR EAST IS ABOUT TO INVADE OUR TIMELINE.

Purple-eyed and red-haired, carefree and amnesiac, Ethel Montgomery has got to be the least discrete spy in the world. Yet her unique supernatural vision powers made her the agent of choice for the Federal Bureau of Time, which assigned her its most crucial and perilous mission : unmasking the mole inside her team about to sell her entire timeline to an alternate Japanese Empire even more tyrannical than the one we have known.

Selling points

-Modernized tank controls ! Don’t know what that is ? It’s the control scheme used by old survival horror games like Resident Evil, which do not take into account the camera’s orientation but rather the player character’s own. It still takes some time to get used to it if you haven’t played that kind of game, but once you do you’ll be able to enjoy a combination of old-school exploration and cinematographic action sequences !
-Explore a variety of environments through time and space, from today’s Texan cities to the battle of Sekigahara or Kowloon Walled city.
-An unabashedly political and pro free speech story - from religion to abortion and war crimes, no subject is controversial enough to break Ethel’s cool !
-Long Tarantino-like dialogues with a few Telltale-like moral dilemmas.
-A dense, linear and carefully paced adventure that respects your personal time, planned to be 10 hours long top, with no needless fillers.

Showcase

Here is a simple trailer I made 2 months ago, it’s not very thrilling I know, first one I ever made !

And here is a short level featuring “puzzle shooting” with the combination of split screen, tank controls and fixed cameras.

Download

Here is the current download link from One Drive : https://1drv.ms/u/s!ApXgOyPTRjcohah1icbYMefQ5KSsJA?e=crVM4L

The archive is 4GB heavy, and the uncompressed folder weighs 11GB.
The game currently cannot be released in early access on Steam, so I’m sharing it this way for the moment. Here is the Steam page if you want to take a look at it nonetheless : Site Error

Here is my Ko-Fi page if you wish to support my work on this project and on Ultimate Character Controller : https://ko-fi.com/cheopioupiou

If you want to see more, you can also join the discord dedicated to the project with this link : Purple Eye

Here’s a bunch of videos showcasing newly implemented mechanics :

Had to split this post because of the 5 media links limit !

I hope you like all this ! I’ve recently started working on a level similar to Half-Life 2’s buggy sections but with a Toyota instead, and plan to release an updated demo this November. Thanks for your attention and have a great day.

Hey everyone, here are some more videos to share the project’s progress !

Still a lot of grayboxing and mechnics work, the main story isn’t progressing at the moment I must confess, but after some AI work I hope I’ll be able to release a new demo with an additional level by the end of this month, wish me luck !

Hey guys, I’m sorry to say that progress has been slow lately due to some life issues. Nonetheless, here are a few videos as usual. Still a lot of grayboxing, my main task at the moment is the enemy AI. Behavior Designer keeps proving extremely useful, I hope I’ll soon be able to complete a basic enemy AI that can patrol around, chase the player and shoot him from any distance, and receive various orders.

Hope you like it ! I wasn’t able to release a new demo for this month, I sure as hell intend to do so by the end of this year.

Some more videos to show the recently implemented mechanics !

I started revisiting older levels in order to prepare for the updated demo coming soon, the main change from the current one being the addition of Ultimate Inventory System. Wishing all of you a merry christmas in advance <3

Hello and a happy new year everyone !! I’m sorry, still no new demo for Purple Eye yet, but please let me assure you that I’ve been busy ! Here are some new videos as usual :

The takedown ability which you can see in these last 2 videos is something I’ve been joyfully working a lot on this last month, I hope you’ll have tons of fun subduing and stabbing bad guys from behind :slight_smile:

As a teaser for upcoming work on enemy ai and fighting, here’s the big brother I created for the base enemy using a simple prefab variant :

Lastly, during my free time I’m now replaying the absolute reference for uh research purposes !

But don’t worry, I’m far from slacking off, I’ll still be working on Unity and helping with UCC regularly ! Thanks again for your patience and attention <3

Bonjour everyone ! I have a great news to announce first : I’ve recently been hired by Lukas Mühlfriedel from CryoCorp to work as a game dev on a mobile multiplayer game called Unknown Descent, and I can’t express how awesome this is ! You can also see my face on his website here : https://www.cryocorp.net/about-us

However, the drawback is that as I agreed to work full time, Unkown Descent has taken priority over Purple Eye, which I know, was already supposed to be actually released a long while ago. I will nonetheless try to dedicate a few hours to Purple Eye each week, and will still be available for 1 or 2 hours long live support sessions or game development related commissions for those of you who are interested.

With all that said, here are a few videos as usual :

This last one is actually the most important - I’ve recently solved myself a serious issue in the formation tasks with UCC that had been left unsolved for months, and am now finally able to start working on enemy AI as I intend to !

That’s all for tonight, I hope to be able to share more when my new schedule will allow for it !

Hey everyone, it’s April already, time moves bloody fast and I know this project keeps progressing very slowly, the past 2 months were filled with work and UCC issues ! Here are as always a few videos showing progress on the gameplay and animation sides :

As you can see, I managed to recreate the iconic Resident Evil high ready pistol pose by combining a temple ready animation from the Omni Pistol animation pack and using IK. While I’m not sure about the crouching and in place turning animations, I do intend to use this package as well as future ones likely.

With version 3.1 released and many of UCC’s issues being solved, I hope I’ll be able to progress more regularly. Thanks again for your attention and see you soon !

Hey everyone, here are a few more videos to show some of the progress being made !

Also letting you know that I’ll be coming on Opsive’s Game Dev Insiders show on June 4th 15:30 GMT to talk live about this project and show what it looks like on the inside with a screen share, and answer any of your questions :slight_smile:

im not a fan of ultra heavy 11 gb games but ok… tip: focus on the history and make it good. HDRP can make good graphics if you good on it. I liked the human models, and its weapons seems good for players that like this style

1 Like

Hi developer3244, thanks for your feedback, did you actually download the whole thing and try it ? I would like to focus on the story for sure, but for the past year I had to focus mostly on the gameplay and scripting parts.

In any case thank you very much for your attention !

Hey everyone, here’s a bunch of new videos as usual ! First some weapon related stuff, with a hunting shotgun and its sawed-off variant :

And a shuriken throwable weapon using a custom character ik script for affecting only one arm at a time, and a throwing knife variant :

And some stealth stuff now, which has been my main focus lately.

I will try to release an updated demo this summer with fixes for the existing levels and a new one with actual stealth and enemy encounters - the latter being a big task ahead ! Thanks for your attention and have a great day.

Hey guys, haven’t posted here in a while, allow me to share some animation work first :

I’m not a big fan of those knife attacking animations to be honest, especially the ones you can see here, they really look silly However I like the aiming pose and I’ll give the other slashing animations another try.

And a few more :

As you can see in the last one, I’ve started adding AI voices using DeepVoiceAI ! The results aren’t perfect and I wish I could hire real human actors, but for its price this asset is extremely generous and really makes a big difference. I still plan to release an updated demo at the end of this month, wish me luck !