Game
We Are Shapeless
10 years ago

Indoor Environments.


Hey everyone! As you may or may not notice in the nearby future, you will see that I will be adding many screenshots of indoor environments in Shapeless.
I’m going to wrap up what this means overall.

There will be a preference of indoor maps, it will not just be set primarily on outdoor environments.
This does not mean there will be no outdoor maps, it just means I want to focus on a better indoor environment for the player. In fact, besides my upcoming public demo, I am also working on an indoor-by-outdoor environment in Shapeless.
If you want to know about this “mission”, check the spoiler below, otherwise just save it for a time when the game is released.

  • Player will be running through a skyscraper office.

  • They will be chased by armed private militia, until they suddenly just “give up” and stop chasing the player.

  • Player’s new objective is to escape the building.

  • There will be a row of partially-transparent windows all to the players left, facing another skyscraper.

  • A “trigger” will be hit, and the building that the player is in will start to shake and rumble, with a loud roaring crash.

  • The building will slowly start to tilt onto the other one, and then crash into it entirely, the player will survive (just about) and will end up holding onto the door of the tilted building (as gravity is pulling him down.)

  • The player will then let go and slide into the new building, and they can then play themselves.

  • Alarms will be playing loud, screams and people rushing will be heard, small fragments of burnt paper and sediment will be flying around the scene.

  • The player must find their way out of the building, before it collapses.

  • The player can use their own routes, jumping through holes in the floor, using outside balconies to jump their way across the tilted building’s vents and sliding their way to a lower floor on the new building. Elevators will either stop working or seem to have fallen/been used to get to the bottom floor, forcing the player to climb and rush their way around the scene.

And there we go! Only a small fragment of what I have planned for that mission, and a very small fraction of what there is to come, and just an example of how I will be giving the player freedom to take their own paths and take their own routes, as well as an example of how indoor-by-outdoor environments will come into effect.
It will take a lot of time to get everything I have written on paper into Unity but I am motivated enough to get the project done for the time being.

Thank you for reading this article, if you haven’t already, keep up to date by following We Are Shapeless!



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