This is the first official devlog for Unmortal and other projects I'm developing. I'll start with some history of Unmortal. Before I started development for Unmortal, I prototyped the game for around 2 years. At the time I was relatively new to Unity so it taught me a lot. The initial prototype saw many features tested and removed, but I kept some that suck out to me and made the game feel individual. After the lengthy prototyping phase, I decided to start work on the final version of the game. I re-wrote everything, made new models, music, textures, and audio. That brings us to where the game is currently.
A screenshot of Unmortal at the end of the prototyping phase.
The current build contains the framework to build the game to the game I want it to be. I've worked really hard to get as many features into the game as I have; however, this is a very large project and I'm working on it on my own. I don't plan to add the campaign mode to the game all at once on release. I'll keep adding campaign levels as I go in each release. Currently there are two campaign levels but they are only used for testing. Below is a list of features that the game currently has.
MULTIPLAYER MODEThe player can join real-time online sessions with other players. Progress is saved between games.
CAMPAIGN MODEThe aren't currently any finished campaign levels, but the framework exists.
INVENTORY SYSTEMThe inventory system is very flexable and can be used for item containers and the player's inventory. The inventory is 2D and can contains items of different sizes. The player also has different inventories for different items of clothing.
AUDIO MANAGERThe audio controller manages playing sounds in the game. It can also play music and environmental sfx. It also contains different channels that can be individually controlled. The audio manager also supports dynamic music, which changes depending on if the player has been detected by enemies, if enemies are looking for the player, and other situations.
CONSUMABLESConsumables are things such as food, drinks, medical supplies etc.
DAY / NIGHT CYCLE
ADVANCED PLAYER LOCOMOTIONPlayers can walk, sprint, crouch, go prone, slide, jump, swim, and move in the empty void of low earth orbit.
BASIC LAND VEHICLE FRAMEWORKVehicles are not yet drivable but the logic to control them exists. I still have to add the logic for seats in multiplayer and syncing player positions while in seats. Once I've added this, I can easily make vehicles drivable.
IN-GAME STATSExp, money, health, stamina, hunger, thirst, oxygen levels, and player ability upgrades.
SWIMMING & WATER LOCOMOTION
RANGED WEAPONSGuns have bullet drop and cause damage to players and surroundings on impact. Damage varies depending on the speed of the bullet (which slows down over time). The sound guns make also depends on where they are fired and what attachments they have.
TURRETS & AI HELICOPTERS
CORVUSCorvus is part of the campaign.
I plan to add many more features before releasing a build of the game as a closed alpha build for testing but the current state of the game is in a promising condition.
A screenshot of the current version of the game taken looking into the sunset in an incomplete town on the multiplayer map.