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Thread: Tunnels of Despair

  1. #1
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    Tunnels of Despair

    Hi! We are small team of two developers. My name is Grey and I'm the developer/programmer of this project. We want to give some info on the game we currently working at.



    Tunnels of Despair is an atmospheric horror game, where you’re exploring dark underground tunnel system in search of the valuable resources to survive and finally escape.

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    Having parted with your group you saw something unusual on your right in the dark. A door? But there was no door before. With a flashlight in your hand you approached it and pulled the handle. It wasn't locked. There were stairs behind the door. This tunnel has been investigated dozens of times and this passage was never there.

    Descending a long twisting tunnel you kept thinking, how great it is to go where no one has ever been before. Wait! The passage ends here. The stairs here have collapsed and your way was cut. You pointed your flashlight down and saw the ground below. You gathered your courage and jumped, into the unknown...

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    What is happening now: we are close to playable alpha right now, basic features implemented, and 90% of the map completed.
    What is our first priority at the moment: playable alpha

    State of the game:
    Not currently playable. Menu and game start done along with some storytelling, but gameplay lacking depth. The victory case currently not fully implemented. Ai currently working adequate, but also has some issues, making experience not so smooth. Balance now floating from too easy to very hard.

    Changelist v0.1:
    • AI_1 massively improved, animation corrected for AI_1, total ~65% done
    • AI_2 initial approach, detection at 60% done, logic is 10%
    • Map size increase ~300%
    • New models: doors, pipes, various machinery
    • New inventory system
    • New system for storytelling
    • Game menu improvement
    • Button bindings improved
    • Ai vs player balance initial approach
    • Various bugfixes


    Screenshots:




    Links:

    Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=701952872
    Twitter: https://twitter.com/BearFightersDev
    IndieDB: http://www.indiedb.com/games/tunnels-of-despair
    YouTube: https://www.youtube.com/channel/UCgH5RqzGBbAMuUp40vLgWuQ
    Last edited by Greysil; 10-31-2016 at 01:48 PM.

  2. #2
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    Visually not impress.

  3. #3
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    Quote Originally Posted by DanteStormdark View Post
    Visually not impress.
    And why? XD If that is all you write why even bother? Are you postcountfarming? XD

  4. #4
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    how great it is to go where no one has ever been before
    Except, you know, the people who built and used the tunnel and stairwell :-)

  5. #5
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    Keep up the great work guys!

  6. #6
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    Visually impress.


    Portfolio Website - www.jforthdesigns.co.uk

  7. #7

  8. #8
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    Thanks all!

    Another screenshot
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  9. #9

  10. #10
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    Looking shiny so far ^_^

  11. #11
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    Work in progress!

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  12. #12
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    We are alive and continue to work on the game!

    Very dark screenshot ...

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  13. #13
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    New Work-In-Progress screenshots. Remade some models and textures.

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    One year later, before and after.

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    Last edited by BearFighterDev; 03-29-2017 at 07:31 AM.

  14. #14
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    This Project impresses me so much!
    I'm very interested how you guys got these inspiration - did you explored some places like that or just from google search?
    Keep up the work and notify me if there is a playable alpha
    for now i will upvote this.

  15. #15
    1
    Quote Originally Posted by FrozenKill View Post
    This Project impresses me so much!
    I'm very interested how you guys got these inspiration - did you explored some places like that or just from google search?
    Keep up the work and notify me if there is a playable alpha
    for now i will upvote this.
    Thank you a lot for your support, your support is the main motivational drive for us to continue developing. We took inspiration from the "digger" subculture (groups of people that infiltrate various underground objects, investigate abandoned tunnels and constructions) that grows in our country, documentary and pictures of subway constructions, and a lot of real life abandoned and functional mechanic devices we seen directly, or on web reports. We actually visited places like this.. there is a lot of stuff like this.. abandoned.. rusted.. old... and in the same time huge and inspiring.
    Last edited by Greysil; 03-29-2017 at 02:28 PM.

  16. #16
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    Quote Originally Posted by Greysil View Post
    Thank you a lot for your support, your support is the main motivational drive for us to continue developing. We took inspiration from the "digger" subculture (groups of people that infiltrate various underground objects, investigate abandoned tunnels and constructions) that grows in our country, documentary and pictures of subway constructions, and a lot of real life abandoned and functional mechanic devices we seen directly, or on web reports. We actually visited places like this.. there is a lot of stuff like this.. abandoned.. rusted.. old... and in the same time huge and inspiring.
    I love exploring abandoned places too, thats some element i wanna implement in my games combine with Horror like you guys.
    It's hard to get the same "digging" atmosphere in games - thats why i'm really impressed

  17. #17
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    Looks great, I really like the Half Life 2 style starting sequence

  18. #18
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    me visually impress
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  19. #19
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    Quote Originally Posted by FrozenKill View Post
    I love exploring abandoned places too, thats some element i wanna implement in my games combine with Horror like you guys.
    It's hard to get the same "digging" atmosphere in games - thats why i'm really impressed
    I wish you all the luck on that front. For us it seems to come like the inspiration, and we will try to make things pretty authentic, as much as we can for the sake of the gameplay.

    Quote Originally Posted by shinkicker View Post
    Looks great, I really like the Half Life 2 style starting sequence
    Thank you for your support. Yeah I love the Half-Life inspiration. It contains some part of this theme too, with all the abandoned places scattered around.

  20. #20
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    New screenshot ...

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  21. #21
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    Samaritan
    Join Date
    Apr 2014
    Posts
    101
    I really like the idea, too! Keep us updated with progress
    When there is a playable Alpha I would like to give it a test as well.
    Can (or do you want) to tell us, what kind of enemies there are? What kind of AI is walking through these tunnels?

    And.. yeah.. maybe you should really change the story a bit, since the entire tunnel system seems to be manmade and it is a bit confusing if you tell that the player will be there as the first person ever^^

  22. #22
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    Quote Originally Posted by Hackmet View Post
    Can (or do you want) to tell us, what kind of enemies there are? What kind of AI is walking through these tunnels?
    Now we are testing two types of enemies. The first type is slow and blind.... The second is something like a mini boss who is chasing the player.

    Quote Originally Posted by Hackmet View Post
    And.. yeah.. maybe you should really change the story a bit, since the entire tunnel system seems to be manmade and it is a bit confusing if you tell that the player will be there as the first person ever^^
    I agree. History in the process of alteration =)

  23. #23

  24. #24
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    Short teaser trailer


  25. #25
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    Samaritan
    Join Date
    Apr 2014
    Posts
    101
    Looks quite nice already
    However, you could maybe add some more details, not only regarding more geometry but also with respect to a more interesting lighting setup?
    And -> It is a bit weird that the animated texture from the flickering flourescent tube is not synchronized with the flickering light effect. Is it (with reasonable effort) possible to have both synchronized?

    Keep on going!
    Check out my GTA2 remake in UE4

  26. #26
    0
    Quote Originally Posted by Hackmet View Post
    Looks quite nice already
    However, you could maybe add some more details, not only regarding more geometry but also with respect to a more interesting lighting setup?
    And -> It is a bit weird that the animated texture from the flickering flourescent tube is not synchronized with the flickering light effect. Is it (with reasonable effort) possible to have both synchronized?

    Keep on going!
    Thanks for the help! Did not notice that the flicker effect works badly.
    We will try to make the lighting better and synchronize the flicker effect.

  27. #27
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    Two new screenshots. Work in progress!

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