Wolves, Bears, and Health Items

Unnamed Unity Survival Project v0.0.10

I feel as though I'm at a good point in the development of this project to write up a post about what I have so far. I've been working somewhat frequently over the past month on this game, with intermittent help from a friend with some art assets and advice, and although I don't have much so far, the foundation has been laid. Until further notice, I will be referring to this project as Project Evergreen.

 

General Game Concept

As it currently stands, Project Evergreen will be about surviving a brutal wilderness, with starvation, thirst, wild animals and other people being your greatest threats to survival. You will start out with a few simple items, wander around in the wilderness cutting trees for wood, mining for ore, and hunting for food. You will build a basic little house, repeat the process, build a better house, maybe kill a few people or raid their houses for resources, and build an even better house. The cycle goes on. If this sounds like any games you've already heard of, the correlation is not accidental; I have definitely been inspired by the survival genre. However, this is not to say that the game I'm working on will be a carbon copy of the others; by the time of release, I guarantee that it will be set apart in a number of different ways which I won't disclose yet. To sum it up, my idea of what this project will look and feel like in its final state will be a sort of anarcho-primitivism simulator with some FPS and RPG elements thrown in for good measure.

 

Progress So Far

As I've alluded to before, if you jumped into this game now with no prior knowledge of what it was supposed to be, a mass-multiplayer survival game might not be your first conclusion. Currently, I have a basic player (with no model) that can walk around, run, jump, and look around, and starts with an AK-74M.

 

First sights of the game after loading in (HUD disabled)

 

The area you spawn into is a sizeable wooded Island with mountains, grass, varying topology, large coniferous trees, some exploding crates (obligatory), and some bears/wolves that wander around and try to eat you. I have been putting the majority of my time into the core game systems required for a survival game up until this point, so although you may not see much, there's a lot going on in the backend.

 

Bears and Wolves

The bears and the wolves share the same brain. They have a basic AI system which I wrote that tells them to wander around a certain area until they are either shot or they spot a player. When that happens, they chase after you and attack until the player either kills them or outruns them. If the player manages to outrun them, they go back to wandering. Both the bear and the wolf enemy utilizes a decently intelligent yet brutally simple pathfinding system called NavMesh, and so they do quite well at avoiding obstacles while wandering or chasing.

 

Bears and wolves chasing me, also shown is the health HUD, action bar, and an early concept buff (resolution is not correctly configured, so ignore the odd placement)

 

Their animations are all working at about 80%; they both are animated for just about any situation a game like this could throw at them, and the only problems I've found so far are that they sometimes stay idle while wandering around, and their attacks are sometimes not synced with the damage they're dealing.

 

Inventory System

The inventory system has actually come out quite nicely so far, and it's what I have been putting a good deal of my time into fine-tuning in the last week or two. The inventory system will be the backbone of most all other actions that the player performs, so I feel that I need to mostly finish it before I can move on.

 

The inventory UI with a concept Item and the tooltip displayed

 

As it stands, the inventory looks quite basic. I wrote a very useful system for dealing with different item types which makes it easy for different types of items to be created that perform different actions when used while having to write minimal code. In Project Evergreen, just about all game components will derive from the inventory (as previously stated) such as weapons, building, consumables, resources, crafting, and so on.

 

Health/Stat System

The health system so far is fairly standard. All targetable entities have a set maximum health value, an armor value, the ability to be healed in a number of different ways (I have three different health consumables implemented now: bandages, medpacks, and injectors, hence the title), and will soon have a number of different resistance stats, such as cold resistance, heat resistance, poison resistance et cetera. These stats will be increased by the types of clothing the player is wearing, along with the armor (albeit to a lesser degree.) The amount of armor that an entity has decreases incoming damage by a static amount.

 

The early health HUD showing damage, hunger, and thirst (both concept)

 

Future Plans

I'm approaching the point where I have most of the foundational, basic game system in place, and I can start implementing content. When I feel I have finished the inventory system, I'll begin working on the building system; arguably one of the most important and difficult features in the game. One of the biggest tasks at hand now is changing the fact that weapons/tools are not deployed or used via the inventory, but are still separate from it and use an old pre-inventory weapon system that I developed very early on. I also plan on writing a buff system, and most consumable objects will give you a buff of some sort which adds stats or health, and many different attacks will apply debuffs that cause bleeding or poisoning.

 

Project Evergreen has no sound whatsoever at this point, and I'm soon going to look at implementing ambient sounds first, music, enemy, footstep and then finally gun sound effects later on. I'm also going to implement multiplayer sooner than later, as I don't want to have to rewrite the entire game to accommodate it if it ever came to that. Most all of the core game systems will likely come before I start replacing the prototype art assets; I'm going to have to learn how to be an artist because right now, I'm definitely more keen on the logical side of things. 😆


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