Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Subterrain - Indie game WIP

Discussion in 'Works In Progress - Archive' started by castor76, Aug 31, 2014.

  1. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Our Steam store page is up and running!




    Hi Everyone,

    We (Pixellore) has been working hard on our first title made using Unity and we would love to share what we have so far with the world.

    Game summary :
    The game focuses on the following game play mechanics:



    Some screen shots here



    Infection!


    World map preview


    Version 0.6 Initial game play video :


    And 20 mins of game play video​



    Steam Store page :
    http://store.steampowered.com/app/340490
    Our IndieDB site :

    http://www.indiedb.com/games/subterrain
    http://www.indiedb.com/games/subterrain/forum
     
    Last edited: Apr 3, 2015
    Kirbyrawr likes this.
  2. Markeus1989

    Markeus1989

    Joined:
    Jul 26, 2014
    Posts:
    81
    awesome!
     
  3. JoeVanRichter

    JoeVanRichter

    Joined:
    Aug 30, 2014
    Posts:
    2
    Looks great! When and were do you want to release it?
     
  4. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Cheers for that
     
  5. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    We want to release it before the end of year and the platform is pc window first. The other platform is not impossible but we want to focus on pc first.
     
  6. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    Looking sweet.. reminds me of the my old Amiga days on team 17's Alien Breed :)

    keep it up.
     
  7. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Yes it does, now you tell me about it. I think Subterrain has a bit of mixture of such shooter + survival element.
     
  8. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    Just be sure to keep us posted how your getting on.
     
  9. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Yeah, we will definitely post our progress but just been wondering how often we should post here.
    At the moment, I am thinking about at least once a week, or at least twice per week.
    Our official build milestone is every two weeks but I want to update more often than that.
     
  10. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    would have thought once a week would be more than enough, either that or if there's any sort of significant challenges conquered you want to share.. really down to yourselves on this one.
     
  11. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Yes , we will see how it goes!
     
  12. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    We have just released very short trailer showing some game play elements in Subterrain. This one is different one than the 22min game play video.

     
  13. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    liked the ending with the surrounding tables :)

    if your swarming enemies are you looking at any sort of larger crowd control options like attractor beacons (sound or light maybe even battery powered), for those moments where you need to conserve ammo, or just sneak on by ;)
     
  14. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    We want to introduce element of sound and maybe smell in near future. In our UI, there is speaker icon which indicates this. Good idea thou. We also want the furniture like you have mentioned become a breakables so the enemies will eventually break them apart.
     
  15. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    We have a new update 0.4a



    This version contains levels you can expect to play from the beginning.

    The player is looking bit more like it needs to be in the early game stages as well as the surroundings.

    You can play upto certain area of the game which I will not reveal a lot more here.

    Go to our Indie DB site and download them to test them!

    http://www.indiedb.com/games/subterrain

    In this version we changed all our inventory like UI into more or less scroll view types which we think it suits our game more than just showing the item icons. We also added some more pop up UI confirmation box for transitioning levels and triggering events. We also introduced main method for player to move around in between bigger areas of the game which you can play the game up to and see what it is!

    And lastly we added a help menu to start implementing a help page for controls and game playing tips. They are not completed yet but we want to progressively update them over time.
     
    Last edited: Sep 15, 2014
    OboShape and FBTH like this.
  16. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Since our game world is populated with levels linked by the network of underground metro system, we have now decided that the best way of creating our world is by randomly generating them.

    So the game has become more or less semi-rouge like game! This also give us advantage of growing our game scale with less resource requirement.

    First shot at the random level generation.

     
  17. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Second attempt at random metro map generation.



    The number decreases as you get closer to the core station. This is how we meant to more or less control the difficulty levels each station and its linked sub districts. And we place our starting district inside one of the furthest station from the core.

    We can't realistically expect players to visit and clear every single districts in every single stations, but We want to generate large enough world so that the player has choice if he wishes to.

    The plan is when you reach the core station and go through a core district that has the elevator towards upper levels ( with some difficulties such as boss fight or puzzle solving) then the player is able to play the next set of metro map.

    The next set of metro map will have generally different look and encounters.
     
  18. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    We have just released version 0.5

    Version 0.5 :

    Random metro map generation
    Random enemy spawn
    Random item spawn

    Internally, version 0.5 went through major changes so the game can be ready to take more random elements.
    Also it is not reflected in the game, but we have almost nailed the overall story and theme for the game, which will be revealed more on the next build 0.6

    There is video showing the first few mins of the game play :

     
    OboShape likes this.
  19. BeefSupreme

    BeefSupreme

    Joined:
    Aug 11, 2014
    Posts:
    279
    Looks great! I really like the sense of atmosphere (nice lighting system).
     
  20. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    liking your style.. .. keep it up :)
     
  21. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Cheers people!

    I have been recently wondering if it would be worth while to go to Steam concept. We are discussing when would be the best time to do that. How early is good.. how much of the game must be built / completed before heading to Steam concept and then perhaps leads to greenlight etc.
     
  22. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    if you feel that you have a playable area that shows off what you consider to be your core gameplay / style and being able to talk about your project passionately would definetly be a case for Concept video.

    ive seen some up on concept, which are sketchy at best, but your one step ahead with a playable demo.

    plus with the concept, like here, you can get feedback from your future audience in the gaming domain :)
     
  23. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    It's been some time but I would like to update this thread on our current development progress.

    We have updated the game to version 0.6 and it is currently available to download at :

    http://www.indiedb.com/games/subterrain

    Version 0.6 brings up a big changes to the game. Mainly , now the main background setting is on Mars!

    V 0.6 features following game play systems :
    • Crafting system using advanced 3D printer.
    • Research enemy parts using Bio research center.
    • Create boost chemicals.
    • Introduced many survival conditions like fracture , infection , bleeding.
    • Wearable suits and up-gradable weapon parts.
    • Refreshed train system into more advanced Tube system.
    • Added 3 more enemy types.
    • Enemies will now follow and destroy doors if player closes it behind.
    • Durability system for melee weapons.
    Over next few days, I would also like to update in detail about some of the game play I have listed above. The pros and cons and pains that we have gone through to get to that point.

     
  24. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Just updated version to 0.6i

    Release Note : Version 0.6i 10 Dec 2014

    Fixed : Invisible zombie of death bringer bug. :D
    Fixed : Levelmap bug where it was not saving half of the level data properly.
    Fixed : Walk animation for Zombies was not looping properly.
    Fixed : Resource of plenty bug. :D Now you can't enjoy the freebiee.. Sorry!

    Changed : Big Fat gains speed boost for its attack motions.
    Changed : Adjusted medical supply spawn chance.

    Thanks to following : CalenLoki, Andrew Johnson​

    There is new addition to the combat tactic called critical damage - This happens when you stab zombie from behind.
    My usual tactic is sneak in to stab it from behind or use Shockgun to stun the enemy and then stab at the back.

     
  25. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    nice work so far, been a few releases since ive played, just downloaded this morning and had a play around for an hour and had a read through the release notes, dont want to bring up anything you have covered already..

    ive emailed over a screenshot and some notes, just observations and thoughts.

    keep it up :)
     
  26. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Thanks for your feedback. Some good ideas you sent us. We are working to revamp the whole need/survival system and there is some preview peek at it :


     
  27. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    OboShape likes this.
  28. primus88

    primus88

    Joined:
    May 14, 2013
    Posts:
    611
    This game is seriously awesome!
    The only downside is the timing for lunch on Greenlight. It's a very bad moment to launch any project now :(

    Best of luck guys!
     
  29. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Hi Primus88.

    I was wondering why you think it is bad moment to launch any project now? Is it because of holiday season issue? Or is there any Steam specific issue around this time of the year that we don't know about?

    In any case, we thought that if we are going to try and finish the game around the first quarter of 2015, we thought it would be best to go for a Greenlight sooner so that we may be able to build game more based on the community feedback.

    But your wisdom is welcome if you are willing to share.
     
  30. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    OboShape likes this.
  31. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    Nice one, have good Xmas yourselves, now stop work and have a beer and get the feet up in front of some rubbish telly ;)
     
  32. BGIndustries

    BGIndustries

    Joined:
    Dec 23, 2014
    Posts:
    17
    Wow, this game is totally awesome! I love the UI and sounds, those are very difficult to master.
     
  33. martinflash

    martinflash

    Joined:
    Dec 16, 2014
    Posts:
    7
    amazing job
     
  34. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Subterrain has been Greenlit!



    Wow.. Subterrain has been Greenlit in less than 7 days!
    We are very excited and humbled by the support received so far!

    We are going all out now! Really exciting!

    Cheers everyone!
     
  35. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    It's already Feb and since the Greenlit , we have been working hard on the final designs and how the game will be made.

    I would like to share a brief preview of our final world design



    The world map has gone several changes over the course of the development, but this is preview of how "almost" it is going to be.

    At first we were going to make everything completely random, but we have come down to semi - random experience.

    The game is about surviving and killing zombies at the same time, but we didn't want the game to be a endless game. We wanted to design Subterrain as a hardcore survival with arcade like shooter experience but at the same time we wanted to give player a purpose. So after several design changes, we finally nailed the design to be based on a open world with some multiple endings. Initially, there will be about 4 different endings that player can try to go for, and each endings will require different tactics and strategies to archive it. Some endings may cross the path too.

    The world is almost divided into 4 different sectors with its own focused elements. Commercial and Shopping area , Research and Science area , Biospheres and farm area , Industry and Mining area.

    Player is free to travel everywhere at the cost of time passed and maybe perhaps a small fee (in game credit ? not sure yet..) During survival , player must gather resources , create special objects and do research to archive ending goal conditions. The enemies will evolve over the time so if you take too long, they will become really tough.

    Currently there will be

    12 Large terminal stations
    19 Special locations
    50 Medium hubs
    100 Small subs

    Ofcourse, the world is expandable , but we want to keep it to a realistic budget so we can release the game in time.

    We think playing time to see each ending will be around 10 hours each for some experienced players.

    For some technical stuff, I had to code a basic path finding algorithm to calculate necessary travel times (shortest time) and used Dijkstra's algorithm. (It was not so fun!)

    On our next post I would like to introduce modular weapon system that we have just got it to work.
     
    Last edited: Feb 2, 2015
    OboShape likes this.
  36. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Just made a short video about world map travel.

     
  37. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Steam Alpha test

    We have been working hard to get to the point where we can test the game from beginning to the end. It does not mean that the game is complete in anyway, but we want to start testing the game in overall game play and flow.

    Our goal is to have multiple endings and a lots of freedom in between, and only way to tell if the game actually deliver is to test them extensively.

    We are prepared to take on a lots of feedback from players and will be giving out around 10 alpha test Steam keys to those of who are interested becoming our guinea pig.

    If there are many applicants then we need to select those who are interested / dedicated most so we are afraid that some may not get the key this time. But we are going to expand the test over the time till May so we will be announcing more news on this in the future.

    To apply, please go to here and tell us if you are interested.
    ( You can also tell us why if you want to )
    http://steamcommunity.com/workshop/filedetails/discussion/360847021/611701360820397378/

    There may be some form of online feedback form you may have to fill-in for your feedback, or we may just start a discussion at Steam
     
  38. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517