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:
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:
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)
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