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[Dirft Into Eternity] Scifi Survival Game !

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Greetings everybody!
 
We Are Bots Studio is a young game development studio founded during 2015. We are actually working on Hull Breach, a science-fiction game.
HullBreach is an immersive First Person Survival Game. Trapped in a wrecked ship, you have to struggle to stay alive: salvage what you need to repair the damaged systems, close the many breaches slowly riping the hull open, and try to withstand your thirst and hunger while keeping your spirits up. Staying alive will be hard and this game won't go easy on you, you better bring all you got! 





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You and the rest of the crew were involved in a scientific expedition heading to Viridia, a planet far away from your system. You were supposed to collect some samples and come back, but your ship —The Wanderer IV— crashed in a rift during the landing procedure. Taking off or calling for help are not an option due to the heavy damages sustained. You have to settle there, and survive in the hope that someone will come rescue you.
 
 

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·         Over 50 different rooms are already in the ship.
·         Half of the rooms are randomly generated. Every game a new ship!
·         Fix breaches and your environment, extinguish fires and search the ship for food and water.
·         Make sure to fix as many problems as you can during the day, since it will worsen every night.
·         Make the best out of the 63 items that are already in the game.
·         Try to not die from a bad wound, a devouring disease or from an alien infection.
 
 

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Here are the points we will try to develop in the few upcomings weeks :

 

·         Diseases system - 04/12/2015 - Will work  the exact same way as the wounds system, except that you will mainly contract diseases   when eating rotten food. Diseases will lower your stats over time, making you slower, weaker, and may even kill you.

·         Save and Load system - 11/12/2015 - You will be able to save your game state (which will include inventory, rooms positions, stats, containers states, fires, breaches, acrycine gas...). Well, basicaly the whole game. You will then be able to load your previous game from the main menu.

·         Health-related items - Between 4/12/2015 and 11/12/2015 - All the items that will help you fix your food and your health condition. Those items will also help you decrease the states of your wounds and your diseases.

·         Room specific abilities - Undefined - Those are all the specific interactions you could find in a room and all the specific rules that may apply to them. For these latter, we will have to explain them on a case-by-case basis.

 

=====================

 

You can support us by voting and posting a comment on Steam Greenlight:

http://steamcommunity.com/sharedfiles/filedetails/?id=563643649

 

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You can already download the demo and give us your feedback. All the feedback will be greatly appreciated.

 

 

Wish you the best !

 

 

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Edited by WAB STUDIO

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Patch note v0.77:

 
We have working a lot the last week to improve your player experience. Send us your feedback to help us solve the major problems that we may encounter.
 
 
-Gameplay:
 
•  R29 now Fully Operational (broken FX, emissives, containers etc...)
•  Modified items descriptions for Standard Water Ration, Double Water Ration, Toothbrush, Deodorant, SVS, Teddy Bear, Yo-yo and Stress Ball
•  Button "Take All" (F) => Not in the Inputs yet, so you can't change the key for now.
•  When a room is on fire, temperature will automatically raise by 1°C every 10 seconds.
•  Can take more object than max weight (no malus yet, but this will slow you down among other things in the next update)
•  Death Panel now displays Game Stats (Fire/Breaches/Broken objects)
•  All object weight have been doubled to match the player weight carry stat in a more realistic way.
•  Log will warn you everytime a stat goes below 75/50/25%
•  Inventory scroll faster (3 -> 5)
•  Loosing health (3/second with a health pool of 1000) when Hunger/Thirst/Moral/Oxygen < 25%
•  Loosing health (6/second with a health pool of 1000) when Hunger/Thirst/Moral/Oxygen = 0%
•  Loosing health (3/second with a health pool of 1000) when Acrycine > 75%
•  Loosing health (6/second with a health pool of 1000) when Acrycine = 100%
•  When health = 0, you lose your life (and the game).
•  You have now a chance to take Wounds when staying in room with Acrycine and Fire.
•  Adding a teleporter
 

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-Graphic:
 
•  Options Window reworked (work still in progress).
•  Emissive Communication Table in R54.
•  Emissive for Microscope et Juice Extractor in R14 and R28.
•  Adding smoke to rooms in fire. Was missing on 11 rooms.
•  Changed text of Texture Quality option (Normal size texture = High, Half-size = Medium, Quarter size = Low)
•  The RoomStats Window on the right arm has become invisible since it is not integrated yet.
•  Typo color slightly changed to make it easier to read.
•  Death Panel displays Player Stats (Hunger/Thirst/Moral/Oxygen) with icons.
•  Emissive correction on Microscope, Juice Extractor, Table Com, Air Recycler and Big Air Recycler.
•  Adding Decals material.
•  Setting lights R30.
 

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-Audio:
 
•  Removed 'open inventory' sound. Will change it later.
•  Removed all sounds from Menu (re-thinking and replacement in progress)
 
-FIX:
 
•  Options Menu stops bugging after death.
•  Debugged Occlusion T0.
•  Debugged Disease and Wounds evolution (when a disease evolved, it erased the values of the previous stage, so it couldn't be healed. Now it can.)
•  To - R43 collider door fixed.
•  Changed occlusion colliders for R32 and R33.
•  Optimized interactable emissive/colliders system.
•  FPS counter hidden by default.
•  White bar under day number (when changing day) now disappears correctly.
•  Debugged Food loss over time. Now there won't be floating point approximations.
•  Room Water FX (water drops) are now desynchronized for a more realistic effect.
•  White flash after splash screen is now black (so it doesn't hurt your eyes).
•  Fixed all rooms FX for acrycine and fire (they should be able to display both of them correctly)
•  Display time for daily tips changed from 4 to 5 seconds (for an easier read)
•  Little collider correction at T-1.
•  Log now disappear when you are in the options menu.
•  Fixed a Graphic issue on Little Doors.
•  Debug inventory: selector was sometimes wrong and selected the object above.
•  Inventory Window now won't disappear when no object in container.
•  Little window at the center of inventory does disappear when no object selected.
•  Trim inventory changed and optimized (Food/Water/Moral/Material)
•  Fixed plane flicker T-1.
 

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Thank you everyone for your unwavering support.

We have now reached the 20th position on Steam Greenlight ... and that's because of you! We all thank you so much.
                             
 
 
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Of course you can still help by voting on Greenlight:
 
 
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Download the demo & Support us on IndieDB :
 
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Edited by We Are Bots

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=====================

 

Hello everyone,

 

We are Bots is proud to present you a new trailer for Hull Breach. This time, we show you a lot more gameplay and a few features that are currently work in progress and we hope it will make you more aware of what can be done in the game.

 

Visually, the rendering for this trailer has been downgraded, so you can see the game is really bright where it should be a lot darker. That's on purpose because it was hard to understand what was happening in the action without brightness.

Anyway, we think this trailer will please you and will give you a good reason to vote for us for the 2015 indie of the year awards. So take a look!

 

Check our gameplay trailer on youtube:

 

We are working hard to provide you the best original experience we can achieve and we hope it will be enough to get your interest.

Try the demo (alpha pre-release), take a look at the screenshots, leave us a comment and if you have any question, we will be glad to answer.

 

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Of course you can still help by voting on Greenlight:

http://steamcommunity.com/sharedfiles/filedetails/?id=563643649:

401246Voteforus.png

Or Support us on IndieDB :

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 Wish you the best !

 

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Edited by We Are Bots

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=====================
 
Good news everyone! Hull breacH store page is available on Steam Early Access
Full release is planned for November 2016! We believe we have done about half the work. Besides future delays !
Thanks you all for your interest and support in our project, this has been a wonderful adventure so far and we hope it continue for long. We really hope you enjoy the game! 
 
I take this opportunity to present the latest concept art made by Studio Kippik:
 
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If you want to see the details of our patch notes. you can check our adventures on IndieDB!
Patch note 0.93 is available embellish with images, photos, videos and sound !
 
Website update! You can now buy directly HullbreacH on our website (steam key delivered in less than 24 hours) or make a donation directly into our small pockets: http://www.wearebots.fr/
Thank you to all future survivors for your unconditional support & interest in Hull Breach. It's kind of our baby. 
 
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It was unanimously (minus one vote) that the team of We Are Bots Studio chose to rename our beloved game into «DRIFT INTO ETERNITY».

 

This new name will not only avoid any confusion with Hull Breach — the card game by our friends at NSBG (Not-So-Broken Game), with which, by the way, we still hope to collaborate in the near future to raise high the flag of awesome science-fiction games!

 

But it's also a title that fits pretty well with our intentions with this science-fiction game: designing a game in which you have to struggle for your survival, locked up in a distressed spaceship, drifting for eternity into the cold vastness of space. And finally, we've all fallen in love with the acronym of our new title «DRIFT INTO ETERNITY» wich is D.I.E. Could we dream for more suitable acronym for a survival game?

 

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Anyway, we hope you will like this new title as much as we do, as well as its acronym, don't hesitate giving us your opinions on them both and giving us your feedback on the game. Last but not least.... we wanted to ask wich banners do you prefer the most between thoses three versions? (1) (2) (3)

And never forget... In D.I.E.... Death is not the end!

 

Best regards,

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Edited by WAB STUDIO

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WHO ARE WE ?

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We Are Bots Studio (http://www.wearebots.fr/) is a young video game development studio based near Paris, founded in 2015 by Adrien UFFERTE, with a simple purpose: having a total freedom on the creative process and making sure that the team is deeply passionate and engaged in producing the best games possible.
 
After first experiences in different companies, the core group that initially created We Are Bots were left unsatisfied with the way the creative process was enforced in seasoned teams. The solution was plain and simple: create your own studio, make your own games.
 
This time we are coming with a very serious project, wich has the potential of becoming a very innovative and immersive experience for survival games. No zombies, no ennemies of any kind, just you alone in a wrecked ship drifting into eternity…
 
 

WHAT IS DRIFT INTO ETERNITY ?

 

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Drift Into Eternity (D.I.E) is an immersive First Person Survival Game. Trapped in a wrecked ship, you will struggle to stay alive: salvage what you need to repair the damaged systems, close the many breaches slowly riping the hull open, and try to withstand your thirst and hunger while keeping your spirits up.
 
While all of this is going on, you also have to worry about the dwindling amount of resources in the ship, any enhancement of your generic tool (the glove) or of your environment to make your survival a bit less difficult.Of course, you're also trying to figure out what happened and if there is any chance of salvation. Otherwise, it will just be a matter of how and when you'll die.
 

 

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  • Over 50 different rooms are already in the ship.
  • Half of the rooms are randomly generated. Every game a new ship!
  • Fix breaches and your environment, extinguish fires and search the ship for food and water.
  • Make sure to fix as many problems as you can during the day, since it will worsen every night.
  • Make the best out of the 63 items that are already in the game.
  • Try to not die from a bad wound, a devouring disease or from an alien infection.

160609032023509296.png 160609032023614129.png

 

 
 GAMEPLAY CONCEPT & INSTRUCTION

 

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Drift Into Eternity (D.I.E) is based around the « fail is fun » concept. Therefore, a classic playthtough would lead to numerous death to understand what's the optimal way to deal with this or that problematic situation. Besides the basic informations, tutorials are meshed with the environment and will require some efforts from the player. This adds up well to this idea of gathering knowledge with several playthrough.
 
It is important to note that the positions of non-generic rooms in the ship are randomly generated, same goes for the content of any container in these rooms and for the events. Those elements are to break any routine and force the player to adapt to his environment, making each playthrough unique.
 
As time passes, your chances of survival will decrease and your only objective is to die as late as possible!


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  • Physical LayoutRequirements : 2GB max
  • Average Game Demo Session Duration: 40 minutes
  • Number of player: 1 player max / Single-player mode
  • Language: English
  • Engine: Unity 5.0
  • State: Early Acces Alpha

 

ARTISTIC STATEMENT
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Drift into Eternity (D.I.E) was inspired by both our love for science-fiction classics and for survival games,. As for the structural aspect of the ship, it was inspired by the Brutalist architecture (Le Corbusier).

Brutalist structures are massive, geometric, angular shapes with an abundance of straight lines... deprived from organics forms and curves. These are the foundations of our old-fashionned universe of science-fiction.



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Apart from being an artistic choice, it was also a means to overcome the challenges we were facing as a small unexperienced, team with a low budget ; as well as a means to meet our ambitions with this game. We wanted the player to experience the game in a first person 3D environment while limiting the interface to only diegetic elements and feedback, so that he could immerge himself into the stark and cold corridors of the ship, and emphasize the feeling of being lost and alone in a huge and empty spaceship.



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That's all for today ... I 'm sure I forgot a lot of things but I tried to be as specific as possible. Next time I will approach every way possible to die and survive in an article called "Dumb ways to die in Drift Into Eternity (D.I.E)"! Hunger & Thirst, Oxygen, Morale, Fire, Acrycine (poison), Wounds, Diseases... you can already check a little explanation about survival mechanics on indieDB : http://www.indiedb.com/games/drift-into-eternity

 

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Keep on surviving!
Thank you to all future survivors for your support.


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