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is a Quake like made from scratch, developed by:

Thomas frappart 

Dylane Blond

and me

in three weeks.

Enjoy!

Factsheet

Genre: Retro FPS / Quakelike

Camera: First Person

Controls: Mouse and keyboard

Player: solo

Engine: Unreal Engine 4

Programing: Thomas and Dylane

Level Design: Me!

Pitch

The game is set in the future. You’re a worker who comes from earth to an asteroid, which is a base for scientist.

 

However, when you land on the base, somethings are wrong, no life is seen. The entire base has been corrupted by machines and now you must find a way to save the station!

About the game

You can jump and move around. no melee, each of your weapon has 2 shoots, one for right click and one on left click

 

in this demo you can play with 4 guns:

                 Nail gun: 

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Left click: one nail is shot and deal small damages.

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Right click: Shoot a burst of 3 nails.

               laser gun: 

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Left click: shoot a laser in line, good damages

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Right click: charges up a laser blade and on release, launchs it and do great damages 

          Asteroid gun: 

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Left click: shoot a cone of small asteroid like a shotgun great damages

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Right click: charges up a big chunk of Asteroid and on release, launchs a explosive Asteroid who does AOE damages

           Sawblade gun: 

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Left click: shoot a sawblade which bounce on walls and do great damages​

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Right click: charges up a big sawblade and on release launchs it, the sawblade stick to where it touchs, and explode after, great damages.

3 types of ennemy

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Basic enemies.

 

Slow with few hitpoints.

 

Brawler unit.

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Basic enemies.

 

Average speed with good amount of hitpoints.

 

Give ammo when killed

 

Ranger unit.

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Special enemies.

 

First time it sees character, it will rush on it, dealing big damage.

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Then it can attack at range or brawl. Big amount of HP

 

Give ammo when killed

 

Give armor when damaged

My work

references:

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For this project we went into a space base location, with clean and dirty areas. Futuristic but plausible. Wolfenstein, Moon of CoD zombies, and Dead space were great refs!

Documentation and 2D concepts:

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I've directly established in my paper concept that my Level will be with corridors and square room. simple but effective. 3 big areas were made

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one big Extractor room

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a Hangar bay

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and a scientist Dome

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I made the beginning of the level looks like a landing area, I had the idea to make a cinematic where the player would arrive in a spaceship and see the whole base from space before landing and begin play.

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I wanted a Doom 1 feeling with gates only opened by colored key. It's not on the paper concept but all of these ideas came with this.

Blockouts

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Old

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New

I've started the project by making modular rooms stairs and corridors to ease my LD

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My metrics were : 

Player can jump up to 1.1Meters

Player is running at 11 UE4 Units/sec

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I first established my corridors to 6m wide, my square room 10m wide, 3m wide stairs and my doors to 3m wide and 2.5m high.

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Rapidly after a few playtests we saw that it was too narrowed, so I went with 11Meters wide corridors, 15m2 square room and 4m wide stairs.

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 it was much better to navigate and play in.

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After that I've started creating my 3D blockouts.

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I rapidly had the will to add terrain, to enlarge gameplay space and offer a new view on the spacebase.

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For my space base I went with 4 lightings moods: 

Pure white for the beginning and first corridors.

Blinking red for the dirty parts

Orange for Extractors rooms

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light blue for Hangar rooms

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It allows to player to keep the different areas in mind, with structure and lights differences. It can make feel the mood to the player and create emotions.

Environmental storytelling

Thanks to Decals, and the use of UE4 model, I've created environmental storytelling and gameplay guidance for the player.

 

When you see blood or corpses, you're on the right path! yeah!

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Here, player can see that something is wrong in the base, in the same time, He can see where he's going

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In the base many of these signs are displayed, to avoid the player to get lost, or to get the feeling of being lost.

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Here player sees more Chaos, he can imagine that the next part will be more difficult, maybe new threats ?

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Here, the blood and corpses are making a way to the objective: the YellowKey

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This poor Joe spent a bad day, he's here to introduce the new threat: the Technician! and its special ability: The Rush!

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