SURVIVAL HORROR GAME: Project Epsilon Demo [09/07/10]

I believe its time to finally release my demo!!! Lately I’ve been working extremely hard on my survival horror game which I’m about to show you guys in just one minute. For those of you who have played my other demo, well this one is much more better and is worth taking a look at!

First off, this is developed just by me, a 1 man team (but of coarse i had tons of help from others regarding scripting because I’m not the best programmer out there).

Secondly, I’ve tried to make this little demo as informative as possible, with as little bugs as possible, and as frightening as possible =P. If there is some type of issue you are experiencing (I hope to god you aren’t) Then let me know, and hopefully I can fix.

Thirdly, Ive tried extremely hard to optimize this game, the graphics are quite high level and I’m happy that unity was able to handle it (or myself for that matter).

And lastly, Id love to get more feedback on this demo (I had some good ones from before but the more the better!)

So with those things said, I’m proud to present: Project Epsilon The Demo.

PC VERSION:

http://www.megaupload.com/?d=A8GFOQWT <<<
http://www.4shared.com/file/4xxZAqdb/_2__PROJECT_EPSILON_PC.html <<<

MAC VERSION:

http://www.megaupload.com/?d=HAK15EDR <<<
http://www.4shared.com/file/PcQZDuZb/PROJECT_EPSILON_MAC.html <<<

Youtube Link:

http://www.youtube.com/watch?v=QQcAUMEuUq8&feature=player_embedded <<<

TIP: “Look around, ammo is really valuable, but not as valuable as they’re Heads…”

CONTROLS: (Also located inside the in - game Menu)
LMB: Shoot.
RMB: Zoom.
WSAD/Arrow Keys: Move.
F: Flashlight.
E: Interact(Open doors, etc).
SPACE: Jump.

NOTES: Hopefully you can run this game on fantastic, and on highest resolution you’re monitor can handle, it really looks beautiful. Else, you can always change graphics settings inside the in - game menu options. Have fun, and stay alive…

[Play the demo, then read the rest]:

Well you made it back alive, and I want to know what you think about it. Should I continue this project? Should I take a different approach? What should I improve on in the future? What already looks good and doesn’t need work on? Are you experiencing major slow downs? And so on and so forth.

Id also like to give a special thanks to AkilaeTribe for helping me majorly in scripting and overall, [Sorry i couldn’t add in the chicken that you wanted, I wanted to release this on the 7th].

Again, thanks for playing, and I really hoped that you enjoyed it, as I enjoyed developing it =).

UPDATE [09/08/10]

After getting quite some feedback on glitches and such, I’ve fixed a few things as listed below:

  • Not 100% sure, but I believe I fixed the twirly camera glitch that was mentioned by Seraphim.

  • Enemies shouldn’t fall down the levels since I’ve added a reinforced collider.

  • Waypoints have been fixed, although isn’t fool proof…

  • Lighting on the walls have been changed, its no longer pitch black as it was.

  • Keycard is a little more visible.

Hopefully this is the last update I do because I must share some bad news… Ive decided to let this project go, it was fun while it lasted and I learned so much. I decided this because working solo has its upsides, and downsides, and its biggest downfall is that it requires tons and tons of work, with school just started for me (today) and me becoming more lazier, I don’t think Project Epsilon holds anything for us in the future, however, I can say that theres a possibility of a brand new project I have swimming around in my mind :wink:

Hope this new upload is glitch proof and again, feel free for constructive criticism.

Awesome work :slight_smile:

great game at one point i was scared out of my mind.

and also im guessing that the locked rooms mean you have not finished the rooms yet??

there’s not really any problems everything seems fin but the flash light it is no use at all i know its supposed to be a horror game but i just think there was no use for it it only lighted up a little and was very small and you couldn’t see anything with it but other than that everything was fine.

also just a question, why is everything in the game blue then the character red i think this is fine but if the character is going to be red shouldn’t his gun be red??

Firstly, thanks! I tried really hard to make it frightening =P

The character was referenced abit from another peice of armor that caught my attention, and it also had red and I thought it looked great, and besides, too much of one color isnt always good.

I made the flashlight just in case if the player was having a hard time to see, but i also made it small so that it doesnt need to be use the whole time in the game, only when its really dark.

Mind posting some pictures or a webplayer version for lazy arses like me who can’t be bothered downloading the standalone? :smile:

This games been worked on ALOT to be deserved to be downloaded, trust me that you will not be sorry when you download it (it only takes 2 minutes) and i took the liberty to host it on 3 different sites, so pick your favourite and give it a go!

I closed unity and said to myself that I would finally post this game up and wait for replys nd stuff before opening up the project again :stuck_out_tongue:

Download and you wont be sorry :stuck_out_tongue:

Mac version doesn’t work. I double click the file and nothing happens (doesn’t load).

Yeah someone told me that, i honestly dont know whats wrong with it, i have the proper build(OSX Universal Binary Standalone) but i dont own a mac myself so i really dont know whats wrong. Any idea why?

Im trying another build, ill upload it in 15 minutes…

Actually I’m in college so I can’t download, still I think you should post some screenshots so people would know what to expect before they download or if they don’t have time to download :stuck_out_tongue:

Alright then ill post some screenies tomorrow cause I’d better go to sleep now :stuck_out_tongue:

Hey Artimise,

I gave your game a try. I will admit the first time seeing the enemy gave me a jump.

Now, onto a game-breaking glitch; I had this happen to me after defeating the first enemy:

http://www.youtube.com/watch?v=IsRceRtvXm8 (Please watch in 480p)

Couldn’t get past that, but liked what I saw so far. You might want to incorporate a way-point system, as even though I was able to figure out which way to go, I’m not sure many other players will be able to figure out what they are looking for (like the purple key in the upper room, for example).

Keep up the good work, I’m excited to see what comes from this!

Also, I took the liberty of posting some screenshots:




Very Mass Effect/Dead Space like. Great job.

Scary indeed :slight_smile: Very good.

I liked the flashlight, but the zombies are so bright you can see them without it, and some of the walls/objects are so dark you see them black even if you flashlight on them. I think your next step should be to play with the textures, shaders and lights.

Great game!

Can you explain me how you have done the motion blur? It’s fantastic

Very nice game, how ever I ran around those dark corridors until I gave up and quit. Couldn’t figure out what to do after the monster jumped out and disappeared upstairs… :?

As far as I understand it’s a simple motion blur image effect that comes with Unity pro. Although I may be wrong if he purchased the object-based motion blur from the guy who is selling it here on forums.

@Seraphim: That was a known bug and couldn’t really figure out what was wrong with it, i was quite excited to release the demo that I didn’t take enough time to fix it, but its definitely on my “To fix” list. And thank you for taking the time to post up screen shots.

@amduartev: Thanks, I borrowed the motion blur from someone else in the forum, ill take a look again where I got it from, its just a simple script and shader.

@Vlk: I tried my best to make it scary and im glad it worked :stuck_out_tongue: I am definitely going to switch up the shaders and see what works best.

@Mister Ed: You need to look around for a keycard to unlock the door downstairs, I just made it hidden so the player actually takes they’re time to play the demo because its so short :stuck_out_tongue:

And thanks very much Pyroman31.

Since you’ve requested critique:

You’ve got 873 draw calls in the 3rd room. That’s fine for a next-gen game but I can’t stop from wondering what those 873 calls went into. My guess is that you’re placing separate meshes/ textures instead of merging them into larger geo. meshes/ texture atlases.

Your first level is around 2.5 mil tris. That’s a decent poly count but not if you load it all into memory. Even current AAA games don’t load more than roughly 600k polys in one go (Crysis, MW2).

Your cylinders (which you use a lot of) are way too high-poly. Some basic smoothing and light baking would of allowed you to optimize that area a lot and would of probably dropped the tri count by a few hundred K’s.

I’m stressing these out because the demo is sluggish on my work PC (oc quad, oc 8800gt, 4gb ram). Not the best of machines but it can handle any other modern game you feed it.

As I see it now you need to focus on: modeling practice, texturing practice, level design practice.

Don’t get me wrong, it’s a good first try but you’ve got a really long and arduous road ahead of you if you’re planning on doing it solo.

Yeah I completely understand, I’ve remodeled rooms up to 3-4 times and didn’t really take much time on it, thats what happens when you work solo, you tend to do everything quickly and don’t think about other things in mind (such as optimization). If I continue, I have already kept this variable in mind.

Thanks for the critique :smile:

You can send me this script and shader? I would greatly appreciate it

I was lazy to open up the project and dig it out, so I just hunted again from the soarce…

http://forum.unity3d.com/viewtopic.php?t=38105&highlight=motion+blur

Im pretty sure thats the one, play around with the numbers and see what works (i used 500 fyi)