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Play as an alien plant and escape from a scientific facility, full of secrets and dangerous experiments.
Play as an alien plant and escape from a scientific facility, full of secrets and dangerous experiments.
5,953 backers pledged $144,960 to help bring this project to life.

Animations & states + new alerts + robots!

Posted by Asthree Works (Creator)

Hey people, how is the summer going? We've been working on new enemies and actions aside from the scene/level editors (it seems that we aren't going to have holidays in a while xD).

Want to take a look at some of the stuff we did?

New guard behaviors

Although the enemies are almost done and work without any apparent problems, we've created a pair of animations like new stand poses for the guard patrols. If you're worried thinking how many time we have lost doing the new anims don't panic, this set of actions are based on the static idle pose and some of them take frames from other sprites already made. We think that they provide more variety and dynamism to the characters, which in the end results in a more realistic aesthetic.

No escape

We've also added a new state to the guard's AI.

Now if these enemies have you in their visual range while you escape through a vent/tunnel, they can throw a gas bomb that damages -and even kills- the plant.

It was relatively easy to run away from the guards escaping under the floor, but now the player will have to plan more carefully its movements in order to survive. This new element slightly increases the difficulty of the game and provide an extra component of strategy to the core mechanics.

Animation improvements

One of the things we couldn’t do before was to change the speed of any animation in the middle of it (Unity doesn't allow this by default), so Carlos developed a practical script to set different framerates, accelerating or decelerating certain ranges in the timeline. Here you can see the difference between unique timing and variable pacing.


Only certain stages of the main story included active alerts, setting these scenes into an emergency state. To expand the gameplay variables, we decided to add the emergency panels to more levels. The doctors can activate them when they discover the plant, alerting the facility and drawing the attention of other guards outside the stage (to prevent this you must knock them out before they reach the lever!).

Now that this gameplay element will be a constant during the game, we decided to improve the lighting effects of the scene when an alarm is activated. First of all, we slightly modified the upper bar of the scenarios, including tileable red-light bulbs that focus the attention on certain spots.

The old alarm system only applied a red layer that multiplied its hue with a fading effect.

With the new improvements, when a doctor pulls the emergency lever the room enters into a shutdown mode, deactivating all the electronic devices and main lights. Different layers reduce the overall luminosity (maintaining the background original tones) and the red spotlights show a volumetric and more realistic effect.

Bipedal observers

Since we're always posting things about human enemies, for a change we bring you a sneak peek of the robots produced in the technological area of GER: the cervids.

These prototypes have mechanical bodies that allow them to perform actions impossible for humans. For example: they see in 360 degrees -even when they walk during a patrol- so you must be careful when you sneak around them. They can also release electric whips within their torso, spinning the body and generating a circular attack difficult to avoid.

We tried to design a less sci-fi and more realistic look, full of cables and exposed pieces. Most of the real-life robots avoid an anthropomorphic look, and their creators focus in the develop of more animalistic appearances like the Big Dog or Cheetah (both produced by Boston Dynamics).


These kind of physiologies allow them to walk through different terrains and achieve incredible stabilization and speed rates (and lets be clear, seeing a robot running like this to you will make you s*** yourself!).

We wanted to translate all this ideas into a human/animal hybrid look for our cervid models. Hope you like their design (and all the things we posted so far :D).

See you in future updates and don't forget to comment/ask anything you want  ;)



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    1. Asthree Works 2-time creator on

      @Austin 48 When we talked about different outcomes we meant that you can go from one point to another taking different ways and strategies + the possibility to save some characters that can help you later.
      The objective of the enemies is to stop you, no matter what, but yes, at some point they will try to capture Subject W.
      Besides that, the plant doesn't kill the guards or scientist haha, it simply knock them out X)

    2. Missing avatar

      Shane Brosz on

      Another awesome update! As a new unity developer it's awesome to see what you guys can do!

      Any chance of that animation timing script being made available like the pixel perfect features were?

    3. Missing avatar

      Paul Rascher on

      Oh wow very kick ass. The animation is so smooth and gorgeous. Even the added level of challenge with smoke bombs in the vents.

    4. frederic tarabout on

      Your pixel art rocks guys. Love the animations.

    5. Austin48 on

      Yay an update!! All these changes look awesome. Especially guards because no able to counter you going into vents. Changes like this in the depth of the enemy AI make the game that much better and immersive.
      Q: I remember hearing that there will be different outcomes depending how you interact with the guards (killing them of not). Will there be any state during the game where they will try to capture you instead of outright just kill you? And killing more guards will bring about more aggressive behavior?

    6. DeafTard on


      I need my paradise lost fix ASAP!

      other than that I love the new changes! Especially the purple gas bomb since that will increase the difficulty a bit which is a good thing!

      If it becomes a problem for some players maybe it could be turned off during easy difficulty and turned on during normal/hard difficulty!

    7. Asthree Works 2-time creator on

      @LoSboccacc ಥ‿ಥ

    8. Sharkey on

      Love the new stuff, still can't wait for the full game! :D

    9. J.L. on

      Fascinating videos -- but I look forward to be enjoying the game even more. (c:

    10. Missing avatar

      Me on

      wonderful! I can't wait to leave my keys as legacy to my grandchildren so they can play the first release