$481
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Funding Unsuccessful
The project's funding goal was not reached on Sat, August 4 2018 3:00 AM UTC +00:00
Scry, LLCBy Scry, LLC
First created
Scry, LLCBy Scry, LLC
First created
$481
pledged of $10,000pledged of $10,000 goal
10
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Sat, August 4 2018 3:00 AM UTC +00:00

About

It is the end of times... for some. For you, however, it’s a beautiful beginning to many a night filled with blood and absolute carnage. Enter the ever immersive virtual reality realm of Rapture and play as a powerful demon with abilities that are just starting to become fully realized. Lay waste to what remains of civilization, strike fear into the damned and establish yourself in the demon pecking order. It’s the Rapture after all. 

We want to build an immersive experience in which we make the player feel like an all-powerful demon. We aim to provide you with an intense, gory experience where you can pick apart enemies with a variety of weapons and powers. Both the enemies and environment will be destructible. The game will support both the HTC Vive as well as the Oculus Rift. This game is both for the casual gamer who just wants to have fun and for the those who want to let loose and blow off some steam.

There are a few powers and weapons that we plan on or are currently making, some which are listed below. This, however, is not a reflection of the final product as with each playtest we get new ideas for improving current powers or adding entirely new ones.

The Weapons

We plan to have an array of weapons that can all be unlocked and upgraded over time as the player progresses through the game. Below are a few of many. 

The sword currently allows for players to both cut enemies and the environment, as well as lets players stab various objects and throw them appropriately. Upgrades that the player could unlock would include things like allowing the player to throw their sword and call it back to them, shooting objects the player has stabbed off the sword with an explosive force, and turning the remaining pieces of the object you cut into explosive ammunition to be used on other enemies in the level.

One weapon we plan to implement is a large sledgehammer in which instead of cutting enemies, you shatter their bones to dust. The main intention with this weapon would be to knock stuff around, such as knocking one enemy into another, damaging both. Upgrades to this weapon would include more chaos inducing features like adding explosive force to your blows if you swing hard enough.

The hook shot is meant to draw all the chaos back in and keep it central to the player. If an enemy is staying just out of your range then you can send a hook through their body and pull it back in. Shoot an explosive and your hook shot just became a ball and chain with a bomb on the end of it. If a human is running away from you, draw it back in and eat their soul. Upgrades to your hook shot would include the precision in which you operate with it, like being able to guide the hook once it's been fired to ensure it hits the target you intend.

The Powers

There are three main categories of powers we want to focus on building, the first being centered around fire. Planned powers include:

  • Shooting fireballs out of your hand. Upgrades to this power could include being able to control the trajectory of the fireball after being thrown and upgrading the amount of damage and the size of the explosion that results.
  • Pulling lava out of the ground. The player would be able to heat up areas of the terrain to the point of forming pools of lava that can then be used to create traps or throw at enemies.
  • Absorbing the flames from the burning environment around you to heal you.

Another category of powers we want to deliver on is lightning where the player could: 

  • Shoot lightning bolts from their hands to stun enemies. Upgrades to this would include having the lightning bolts arc to other nearby enemies or actually end up killing instead of stunning them.
  • Create a static field where the player sends out a pulse of electricity to temporarily stun all enemies within a certain distance

The final category of powers, known as the demonic category, aims to make the player truly feel like they are a demon from hell and includes powers like:

  • Creating a black hole for a temporary amount of time that pulls in anything in the scene preventing escape until the black hole disappears.
  • Sending out a demonic claw mark that cuts all objects in its path.
  • Ripping humans souls from their body and eating it to regain health
  • Becoming a puppet master and reanimating dead characters in the level to fight for you.

Game Modes

Conquest

You are a demon that wants to make a name for themselves in the human world. Conquer what cities remain unclaimed. Gather worshippers and kill those that refuse to bow beneath you. As the number of worshippers grows so too does your power, unlocking new weapons, powers, and upgrades. Expand your loadout and take on larger cities, even those conquered by other demons. Hell isn’t fair, only the strongest demons will survive.

Rage Mode

Rage mode is designed for the player to bring everything they got as they tackle wave after wave of enemies. An AI determines how well a player is performing and adjusts the game's intensity accordingly by either spawning more or less difficult enemies. The intent is to keep the player just slightly overwhelmed no matter their skill level. Our demo video, included at the beginning of the project description, is our first of many iterations of Rage Mode.

Practice Mode

Practice mode is meant to allow a player to build different scenarios for them to practice against in order to hone the skills they've unlocked. This would include placing dummies, buildings, and enemies. Players can set specifically what the enemy is doing to make very specific scenarios. In doing so players can experiment with different strategies to determine the best way to take on the enemies they're presented with.

Our team is comprised of 5 people spread out across the United States with experience in various topics of computer science and software engineering. For 8 years Eli has been working with Unity3D, the popular 3D Game Engine used by giants such as Blizzard Entertainment. Kaleb has worked with High-Performance computing for tasks such as genome sequencing and has performed routine cyber ops penetration tests on enterprise systems. Marissa is a programmer and artist with years of experience in combining the two mediums. Other members of the team have built their own graphics engine in Vulkan or programmed AI for drones.

After walking through what each developer needs to get their machine VR ready as well as the different types of assets and resources we need we came up with a summary of our budget. The main point to take away here is that we have the technical ability to create a VR game, but few of us have the ability of a professional artist.

Planned Expenses
Planned Expenses

Risks and challenges

Right now, the biggest challenge we face is the distance between our developers. We are spread out to all corners of the continental United States and have to work entirely remote. To mitigate this issue, we are using modern software development tools and practices. This includes taking advantage of source control offered from gitlab, creating and assigning issues to individuals so everyone’s tasks are clearly defined, and maintaining a backlog of tasks which need to be done. The team keeps in contact with each other daily and any roadblocks are discussed immediately to keep progress moving steadily forward.

The biggest risk with developing this game is designing it to be balanced for all players. We want players with varying skill levels to all feel challenged but not overwhelmed. To provide an engaging experience we have been developing AI that determines how intense the level is at any given moment to the player, and the AI will adjust the number of enemies and how difficult those enemies are based on how well the player is handling themselves. This AI is taking inspiration from Left For Dead “Director AI” and has already shown to improve gameplay in our playtests.

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Funding period

- (34 days)