Escape Condition (WIP) - Time travel shooter

current: integrating some weather blueprints, this one is taken from the Birch Set asset on Marketplace by Dave Berg

http://escapecondition.com/imgs/1500x500_hdr_escco.jpg

YT VIDEO

https://www.youtube.com/watch?v=ybDZs-SJepA

For a while now, I’ve been working on the prototype for ‘Escape Condition,’ a time travel/philosophy game where the player must investigate and eliminate sources of a virus that is infecting the air, water, and population of their world.

Currently, I’m rounding out environment blueprints, as the world changes dynamically based on the player’s progress in a given mission.

Working a lot on mission objectives, so Unreal making the “materialize” material pack free for the month came in handy. I integrated it right away on a test basis for when a player completes an objective and is rewarded with a newly accessible terminal:

Added in flooding, when the floodwater is acidic it quickly erodes vulnerable surfaces

Starting to work on digital paintings, which will form back drops when a player visits vendor locations throughout the game:

Updating the time travel device with assets from the free-for-June Science Laboratory pack:

Tons of weapons and class updates, full breakdown of class mechanics coming within a week, here’s a preview of MODERN weapons which are guns we recognize from today:

I’ve been working on art and gameplay for 2 of the 9 timelines in the game, up next is the third future alternative (Utopia) so I’m scouring the marketplace and turbosquid for some good kitbashing assets:

CYBERPUNK

FUTURE WARZONE

Highres of Future Warzone environment:
http://escapecondition.com/imgs/high…one_081820.png

First lighting pass, still learning some of the techniques to use but it’s approaching the look I want:

More cyberpunk work, almost done with the kit for this world entirely (still need to work out some building materials and create a couple of occlusion props)

Working on building and environmental transformations for Cyberpunk timeline. Buildings will change their materials during each timeline jump.

After several years I’m wrapping up alpha on ESCAPE CONDITION, the story trailer just debuted after lots of iterations and improvements

–A game Called Turbo Overkill came out which also featured a mutated AI called the SYN Virus so I chose to remove the SYN Virus aspect and focus on just the AI battle in general
–The fate of each AI Branch must be decided separately, and each choice changes the world due to the game’s modular map building system. There are 8 possible map combinations, based on Chaos Level, Pollution Level, and Technology Level
–Class system was replaced with character choices which is much easier to manage
–The timelines were too inconsequential, so now every choice permanently changes the real world that the player lives in

Major update goes live this week
ESCAPE CONDITION Steam Page

SCREENSHOTS

Checkpoints where players get their focus meter and health regenerated

Player Hub screenshot

The player’s hub varies by character and updates to reflect changes the player has made in the world after each mission

Gameplay trailer is live, gives a look at the moment-to-moment combat and some of the choices players will make in the modular campaign: