A downloadable game for Windows

This small project began as an experiment with developing FPS systems in Unity. I wanted to play with Quake like movement after watching an inspiring video on the algorithm behind it. I had also recently replayed Unreal, so things like the camera bob and lighting had impacted me.

I was inspired by the 'looseness' of the mechanics and details of Dusk. Playing it helped me let go of the need for perfection as it perfectly displays how the imperfection are what can make a game unique.

  • All Code  - Logan Spencer (Quench)
  • 3D Modeling - Logan Spencer
  • Texture Painting - Logan Spencer
  • Level Design - Logan Spencer
  • Reference Art - Sandro Girardi - https://www.therookies.co/entries/17021
  • This guy is amazing. If you are in need of a creative concept artist who can create multi-perspective and proportional art that 3D modelers can use, contact him.

Development

Source Code Here:

https://github.com/laspencer91/salvations-descent

This experience is a single arena with several of a single type of enemy. I am very happy with the cleanliness and modularity of the code, especially for the Enemy state machine. I tried a couple different external tools and was not impressed with the results. I ended up creating my own system to good effect.

The movement took a big chunk of development time. I used the combination of a Kinematics library with custom velocity code modeled after Quake 1, so strafe jumping is possible. I created a Scriptable Object that allowed me to play with various movement profiles. No doubt it could be tweaked further to have more rewarding feel.

I created all 3D models and animations in Blender. I opted to go with manual Clip transitions in place of Unity's built in State Machine Transitions. For the simplicity of the system, I enjoyed this approach and it worked well.

Updated 50 minutes ago
StatusPrototype
PlatformsWindows
AuthorQuench
GenreShooter

Download

Download
Salvations Descent Build v0.0.1.zip 44 MB

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