janw.name Personal Blog and Portfolio of Jan Wolff

Lost Projects (1. January 2012)

I lost a bunch of smaller progress made between 2011 and 2013 in a system crash. This was about the time when I started programming in C# in Unity, so there was barely anything playable but still a crapton of ideas. Anyways, heres a collection of material I was able to salvage:

Call of the Darkness

Call of the Darkness was my first attempt at doing something in three dimensions in Unity3D. I played Frictional Games’ Penumbra series at the time, so there was a lot of inspiration to make a horror game.

I’d just finished Anti-Smoke Man and decided that the time is ripe to switch engines to something more professional. Due to this decision I was also forced to learn how to actually program. Because in Game Maker you could mostly click together your game using logic blocks. In this project I tried to get by with using premade scripts and controllers, which didn’t really work out that well. As far as I can remember, this was supposed to be a small demo in which you’d have to find your way out of some basement. There were supposed to be your typical scare effects. Upstairs was some warehouse with a small puzzle to open its main door. A thingy was supposed to attack you, if you tried to leave then.

You can probably imagine that cobbling this together from some premade scripts found on some forums didn’t work that well (this was long before Asset Stores became a thing).

Intermission

Still a horror-type game, Intermission represents the point at which I learned a bit more about programming in Unity3D. The style is heavily inspired by the two Half-Life 2 maps Insomnia and Paranoia.

There were still scare effects. And - since by now I could somewhat program stuff - it had interactive elements. There even were enemies. Because I couldn’t model for shit, they simply were walking stacks of smoke particles making some HORRIBLE screaming sound.

Though the places were a bit too inconsistent. At first you were in some derelict cityscape, followed by a series of abstract nonsensical hallways. And then:

You were suddenly in this open grassy field. Looking back this effect might even have worked really well, with the claustrophobia inducing hallways suddenly giving way to an open space.

The game was supposed to end in some building standing alone in that field. You had to find the basement key. But before you could open the basement’s door something would jump out of it, ending the game.

F.A.S.T. 2

And then came FAST 2. I’ve not yet put up FAST 1 on here, even though I still have that lying around actually.

FAST 2 was a top-down shooter in which you controlled a hover glider or hover car or something. You blasted your way through enemies and did the usual keycard collecting to get to the end of levels. Unfortunately the only relic I found is this flythrough, which does not do the game justice, because the levels were never meant to be seen from this perspective:

Cue

Keeping in line with top down game (and screenshots that do not to them justice) there’s Cue. Here I actually had human characters running about. Still just doing the usual though (that is: shooting stuff). The released game Cybernator is basically what this game would have been, just slightly better :)