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  • 1 day ago
Completely homemade, one-man development
Homemade states/scripts/models/sprites/music
Real-life actor for all weapons
Gun-smoke effect
Breakable glass-windows
Destructible Vehicles
Rescue NPC/Hostages (for reward)
Weapon pickup (partial-reload for partially-empty weapons/ammo-tin bonus for full-weapons)
Elevators/Coded-lock doors/Fetch-puzzles
Car-jack option to loot vehicles
3D weapon and ammo pickupts
Loud noises (explosions/car-alarms/ alert nearby enemies)
Helicopter deploys enemy troops by rope-ladder
Smoke-trails for rockets
Camera shake for explosions
Bubbles and caustics for underwater
3D ash/pine/palm trees
Currency-system to purchase upgrades/tools/weapons/equipment
Parkour elements (jump/crawl/climb/swim/shimmy from area to area)
Tools-system unlocks previous areas (replayability)
Bomb-disposal element (disarm bombs to collect explosives/set traps)
Unique scripting which pushes the game-engine in unique ways
Drop anywhere onto the map using birds-eye parachute-view
Grenade-launcher (including explosions/shockwaves/debris-blasts/light-burst)
Character-driven storyline - story/clues unfold through narrative
Animated spent-cartridge/empty-shells
Zoom-aim with right-mouse-button (changes speed/accuracy/damage)
Dual-wield pistols (pickup multiple pistols to activate)
3D bullet trajectory effect
Inspect animation for player-idle (cancel inspect by moving player)
Shared ammo between weapons (collect ammo-tins to reload any weapon)
Auto-holster empty weapon
Multi-branching enemy-health (run/walk/limp/crawl)
Auto-cycle empty weapon to next reloaded weapon
Multiple firing-modes for each weapon (double/tripple-tap/grenade-toss etc)
Mixed-media 2D and 3D enemies (2D sprites and 3D corpses)
Enemies are knocked-back when killed
Giblet-effect for hard-damage attacks
Blood-spray animation for aimed-headshots
Rain/snow effect (environmental surface-collisions with impact animations)
Multi-branching enemies (randomised attack/chase animations)
Real "head-shots" aimed head-shots will instantly explode enemy heads
A-synchronous enemy timings for behaviours and animations
Photo-referenced 3D buildings from real-life locations around the World
Photo-referenced military and civilian vehicles
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