Defusing the Situation
Head to the top of a multi-floor building before time runs out as you are shot at by enemies and navigate through obstacles.
Controls (Defaults)
- WASD to move
- Mouse to move view around, Press left mouse button to shoot
- E to interact
- R to reload gun
Week 4 Changes
- Elevators open and close more realistically, and can move upwards to lead player to next floor instead of teleporting them to that scene
- First floor elevator can be opened by interacting with red button next to it
- Second floor elevator can be opened and closed by pressing Tab (to test out different conditions to open a door)
- Reworked starting area to better fit with elevators
- Player now has limited ammo and must reload when out of ammo.
- Player can interact (Press E) on ammo refill station (glowing green object for now) to refill ammo
Week 5 Changes
- Gameplay Changes
- Guns
- Three more guns have been added: SMG, AR, and Sniper
- Weapons have been scattered across the map.
- Player can pick up these weapons. Picking up new weapons removes your currently equipped one. Each weapon has its own ammo
- Health
- Player now has health and health regen
- When the player takes damage, an overlay is displayed that becomes more prominent as they take damage
- After taking damage, health begins regenerating
- Time Limit
- A time limit has been added such that running out of time causes a game over
- Enemies
- Enemies now exist that can fire at the player
- Guns
- Quality of Life Changes
- A tutorial box now pops up when the player starts the game to tell them the controls
- Hovering your mouse over objects you can interact with now show you what pressing Interact will do for that (i.e. Press E to pick up)
- When out of ammo, an indicator will show up next to your crosshair telling you to reload (as well as the button to reload)
- Starting areas have been updated because they were slanted.
Prototype Changes
- Gameplay Changes
- Guns
- Guns now have a reload animation
- Guns now have different behaviors
- AR and SMG weapons are fully automatic while others are semi-auto
- Guns have different fire rates
- Player and Enemy
- Player now takes damage when hit by enemy projectiles
- Enemies are able to take damage from player's shots
- Menu
- There is now a main menu with a loading screen that takes you to the game instead of waiting some amount of time with no confirmation
- Bug Fixes
- Player being unable to click buttons with their mouse have been fixed
- Elevator collisions causing player to fall through map have been fixed
- Guns
Week 7 Changes
- Gameplay
- Guns now do different amounts of damage appropriate to its type
- EX: Sniper Rifle does more damage since it fires slower
- This damage is applied to enemies to allow diversity in strategy
- Recoil / Screen shake has been added when the player fires a shot
- Player's weapons now have recoil animations when shooting
- Enemies now spawn into the level instead of being placed manually in the scene.
- Guns now do different amounts of damage appropriate to its type
- Options
- Options menu has been expanded to include Gameplay, Audio, and Controls
- Allow players option to rebind their keys
Week 8 Changes
- Options
- FOV and mouse sensitivity sliders work
- Key bindings can be saved and reset back to default settings
- Text boxes no longer use hard coded values for controls and will display properly
Beta Changes
- Graphical Update
- Bullet holes spawn whenever the player shoots a non-enemy surface
- Blood splatters whenever an enemy dies
- Audio Update
- Various sound effects have been added and their volume can be adjusted in settings
- Map Update
- Two new floors have been added
- A separate tutorial room has been added that can be accessed from the main menu
- An additional condition has been created for opening doors
- New key condition added that requires player to collect a key before they can progress
- Bug Fixes
- Enemy health bars are now permanently within view for player and do not rotate
- Duplicate key bindings have been addressed and will not happen
- Enemies
- Different enemy types exist, with varying health and damage
Week 10 Changes
- Audio Update
- Enemy shots now have sounds
- New Audio Assistant (Vinny) communicates to the player via radio and gives instructions
- Added additional sound effects for grabbing a new weapon, ammo, entering the level, and succeeding.
- Visual Update
- New 3D model for ammo refill stations
- Added new particle effects for muzzle flashes, bullet trails, sparks when hitting walls, and bloody mists upon enemy death.
- Enemy Update
- Enemy bug fixes
- Gameplay Update
- Pause menu allows you to change your settings, including audio, gameplay, and control related options
- Added additional way to unlock doors where you have to shoot targets before pressing a button to open the door.
Week 11 Changes
- Visual Update
- Added materials for walls and floors
- Floor 1 has been remade to look more like a basement parking lot with cars
- The targets from floor 2 have been changed to be more appropriately themed and make noise when hit
- Map Update
- Added additional room that will eventually serve as final room where players will encounter a boss fight
- Added additional sound effects for:
- Elevator
- When low on time
- When you win
- When you lose
- Main Menu music
- Heartbeat when low on health
- Background noise
- When you try to open a door by pressing a button but haven't met its requirement yet to open it
- Added additional sound effect options in settings to adjust volume levels for different classifications of sound (voice, music, sound effects)
Week 12 Changes
- Began work on final boss enemy who uses a shield to block bullets
- Updated final room to include infinitely respawning enemies and cover
- Added win screen that is accessible upon defeating final boss and interacting with the computer after grabbing the flash drive the boss drops
- Updated room before final room to be more difficult
- Updated enemies to be faster and deadlier with their weapons
- Replaced enemy visuals with more humanoid models
Final Changes
- Added Boss Health Bar that acts differently from regular enemy health bars
- Added head shot mechanic
- Enemies are animated and run towards and away from the player as they shoot them
- Added delay to elevators to provide extra challenge
- Fixed glitch with pause menu not working always
- Added weapons to more rooms to pick up
- Added kill count that shows up at end of game (win or lose) to show how many enemies you defeated.