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Impactful Combat

It's important to me that every hit (both against you and from you) has a sense of weight to it. Sometimes the effect will be subtle, and sometimes the effect will be brutal.
Player Agency
I have no narrative ambitions that overwrite your impact as a player. The story, as minimal as it is, will be dictated by your actions. The game world itself, too, will be affected by your actions.Immersive First-Person Movement

There's still work to be done, but it's a deliberate goal of mine to make the character feel like a living being, rather than a floating camera.
Non-Linear Progression
Although there will only be a handful of bosses, you are free to approach them in any way you see fit. As you chose your own path, the rest of the world will change. You'll also have the opportunity to acquire your abilities in a unique order.Systemic Mechanics

The player will have a multitude of abilities which can be used in tandem on various objects: from barrels, to bosses, to the player itself. The two GIFs above (pulling the boss and throwing a barrel) are using the same ability.

Machine Learning AI
Part of my goal with this project is to create compelling boss fights in a first-person game. To achieve this aim, I've worked diligently from the outset to craft a game system for machine learning AI. The bosses you face have the ability to assess any sort of action (whether from you, a plant, or a barrel) and the ability to remember any of these actions. If you're curious about how exactly this all works, I have a break down on YouTube about it, but the important takeaway is that this system allows for complex AI behavior. For me, complexity has been essential for crafting believable and engaging boss fights.Utilitarian Art Style

The art style serves a mechanical purpose. I've deliberately chosen shading/texturing techniques for certain types of objects to help the player parse information with a quick glance. I don't expect this to be front and center in your mind, but I hope it helps subliminally.