G12-iM Playable Online Edition

I figured I ought to release G12-iM on a web player. So, click on the image to launch the web player.

Note: You might be promoted to download the Unity Web Player plugin to your browser, if it wasn’t installed on your browser. 

Click me & Play

Click me & Play

I would prefer playing this game on the standalone version of it, which you can find on my Downloads page, but the web player doesn’t take away from the experience.

If you have any constructive criticism/thoughts regarding this game, please share them. =)

Cheers,
Fakhra

Advertisements

Heisenberg Prototype Release

This is the prototype of Heisenberg. A proof-of-concept release. So, be aware that it is not the final version of the game, thus it might contain a few bugs. Click on the image to try the prototype, you’ll be redirected to the game’s web player.

Note: You might be promoted to download the Unity Web Player plugin to your browser, if it wasn’t installed on your browser. 

He2

Cheers,
Fakhra

Heisenberg

My latest game project is titled Heisenberg.

“It’s over. I WON!”

You play as the badass leader named Heisenberg, of a chemical substance operation, the blue crystal. It’s a game of resource management, broadening your influence throughout the territories to gain power and control over them, to distribute your product to thus expanding your empire. You have to push your competitors out of the territory and out of business, “All hail the king”.

Plot twist, this game is text based and menu driven.

Thus far, the game economy works on paper, it needs to be implemented via code into Unity. Microsoft Excel was used to get the proper numbers for the economy. GUI elements are being designed and built going through the usual iterations, programming for the AI and the GUI. I’m working with my colleague Nick Phipps on this project.

I’ll keep updating the blog with the major progress milestones of this game as I go along.

Cheers,
Fakhra

PS: This game is inspired by the fantastic show Breaking Bad – AMC.

G12-iM Playable Prototype

It’s suffice to say, Ta-Da! hehe

Main Menu Screen

Below is a screen capture of the first in-game level. You may notice the camera distortion effect to emphasis the security camera.

In game screen shot.

Click on this link to download your copy of the game G12-iM, for a Windows platform.  The content is in a Zip file, uncompress it, and open the executable file titled “G12-iM.exe” to open the game.

For Mac users, please use this link. Download, uncompress and play.

Online on a web player, here.

The game menu gives you the option to pick your screen resolution and the quality you want the game to run at. I would strongly recommend to play this game in full screen mode, uncheck “Windowed”, play it on “Fantastic” quality and to the proper size of your screen resolution.

Screen Options Menu

The recommended settings for the optimal intended game play experience for G12-iM – On Windows.

 

Screen Options Menu

The recommended settings for the optimal intended game play experience for G12-iM – On Mac OS.

 

Any constructive feedback would be awesome to hear. So, please feel free to try the game out. Go nuts.

If you are interested in the development diaries, as I call it, for this particular project, here is:
Characters creation & concept art post.
Level Design post: part 1, part 2.
Overall aesthetics progression.

Cheers,
F

Dev Diaries: GRIM Project – Aesthetic Progression

In this post, I’ll be focusing on the aesthetic changes that went through G12-iM game, specifically throughout the testing we did, dubbed as Rapid Iterative Playtesting (RIP). The following images are a sort of a scene comparison from testing day 1 until the latest built of the game. We conducted 3 RIPs, over the period of 3 days, respectively.

Level 1 - Scene Comparison

Level 2 - Scene Comparison

Level 3 - Scene Comparison

Level 4 - Scene Comparison

Level 5 - Scene Comparison

Level 6 - Scene Comparison

Level 7 - Scene Comparison

Level 8 - Scene Comparison

Level 9 - Scene Comparison

Level 10 - Scene Comparison

Level 11 - Scene Comparison

Level 12 - Scene Comparison

The aesthetic of the game, are of a prison-like factory. For instance, it incorporates the metal barred doors. For the switches door design concept, a door with prison doors characteristics, yet has a factory-door feeling to it too. The prison doors, are metal bars doors, holding the prisoners in from the outside world. They can only see through them. The factory doors are bulky mechanical doors, they’re built to lock noise in, and for safety measures are rigid and strong. The door design we have used for the switches door, is a rigid door with bars. Once the door is activated, the bars slide into the floor, and the metal panels of the door are retracted into their own side of the wall, right/left.

It incorporates the second-floor walkways, as well. In a prison environment, guards/prison security officials use those second-floor walk ways to keep a watch on the prisoners. They shouldn’t do “wrong” things, or they’ll be punished, by the prison rules. In the game, the second-floor walkways are to give the impression that these robots are being watched, observed, consistently. An eerie atmospheric element, to make the player wonder about the environment, and the secondary world.

Prison Inspiration

As for the factory environment inspirations, the levels incorporate the machinery, pipes, tanks, gears, crushers, conveyor belts, and storage boxes. The “motivational poster”, can be seen in a few levels, on 1 – 6 – 9 and 12. These were inspired from Portal 2 and Oddworld Abe Oddysee. In those particular games, I loved how they used posters and wall scribbles to to convoy the message. Like whispering a secret to the attentive gamers. So I wanted to include that in G12-iM, in the posters and the machinery screens.

Posters Inspiration

Posters Inspiration

Text Samples

Samples of the “motivational posters” text. Some were used in the game, some weren’t.

 

This concludes the aesthetic level progression and the research for the prison-factory environment that was used in the game.

Cheers,
F