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BotsWeAre

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About BotsWeAre

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  1. BotsWeAre

    [Dirft Into Eternity] Scifi Survival Game !

    ======================= Patch note 0.95: Non-exhaustive Summary!     BIM BAM BOOM! Drift Into Eternity is now ranked fourth in the competition IndieofTheWeek. So we are on the podium in the Hall of Fame: http://indieoftheweek.eu/BotsWeAre ! A big thanks to all of those who supported us by tweeting & retweeting, it warms our little sensitive developers hearts!   Additions :   - New room : R22-Cockpit (Work In Progress)   - Added broken FX on Navigation Computers in R22-Cockpit - Fx added to the repair panel window: [   - Added particle and changed material of Acrycine Remover FX   - If a room is on fire AND has more than 1 open breach, the temperature will not drop down. Instead, the temperature will just rise slower because it was disturbing to have a fire with negative temperature - Acrycine fog will disappear progressively when it's cleaned (it will wait for all particles to die before desactivating the FX) - Post process begins. Version 1 is already integrated. Lot more to come. (Deph of field, Bloom, Camera Focus, Lens Flare, Lens Dirt) PLUGIN SCION (https://www.assetstore.unity3d.com/en/#!/content/41369 )   - New Dropdown menu option for screen resolutions. - New main menu music. There is something very special about it. Can you guess what? Like the procedural generation of the ship based on fixed locations, our music has been composed by an artifical intelligence (Emily Howell musical computer program) inspired by an already existing music : The Beethoven Moonlight Sonata.       Change :   - Inventory UI now has a scale animation for opening and closing - When a container becomes empty, its emissive will fade progressively instead of instantly. - Cleaned T|-01 minimaps - Minimaps T|00 updated for cockpit   - Save Images for Infirmary and cockpit has been added - Checkmark in save menu has been reworked - Frost post-effect updated   - Update fire smoke FX - Rebaked lighting of rooms R06, R09, R27 and R30 - New graphic option: Baked lighting quality. The default is set "low" to allow any player to have a quick load on their first launch of the game. - Screens for confirm restart and confirm save delete are now working fine. Added transparency (better than a black screen)! - Bodyscanners screens are saved and loaded. - Objects that can be used once per day will no longer be usable twice when you have two of them. - Music will occlude more intensively, so you won't be able to hear it through walls (or at least it won't feel the same)   Bug Fixes :   - Corrected color of objects. Materials will be orange and medecine will be white. -You can no longer open a door by aiming at the switch in the opposite side - Debugged doors and repair panels display - Alarm lights will stop flickering when the room they are inside is occluded - Alarm Red lights will no longer go through a closed door - Save Image for cabin has been fixed - Debugged upgrade system (it was not blocking anything, but it was shouting error message for no reason) - Options toggle remove acrycine now works as intended - Toothbrush will correctly use toothpaste (once per day) - Soap will correctly be used when entering shower, and a log will display to inform the player of the morale bonus - When loading a room, the objects of the room are loaded progressively to remove the lag as much as possible. - Debugged weight system (thanks Proslacker nifty for finding that bug).     Keep on surviving! Thank you to all future survivors for your unconditional support.  
  2. To recycle oxygen i didnt found nothing better than gardening! #gamedev #IndieDev #IARTG #skirmishpost @lndieWatch https://t.co/JDNgROXMld
  3. BotsWeAre

    [Dirft Into Eternity] Scifi Survival Game !

    WHO ARE WE ?   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 ?     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.       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.        GAMEPLAY CONCEPT & INSTRUCTION     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!     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 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.      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.           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   Keep on surviving! Thank you to all future survivors for your support.
  4. BotsWeAre

    [Dirft Into Eternity] Scifi Survival Game !

      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?       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,
  5. BotsWeAre

    [Dirft Into Eternity] Scifi Survival Game !

    Thanks for thoses kind words. We use the unity 3D engine!
  6.   ===================== 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!    =====================     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.       =====================     ·         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.       =====================     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   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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