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SAGE

The original idea came from a drawing I did back around 2016. My friend Rob was like what if that was in a game? He then modeled out the entity from the drawing and we had our main antagonists. 

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MainMenu

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Missions

The first thing we did was try to layout some type of story for the character. To do this we used an online tool called Milanote. You can create story boards and level layouts as well as many other types of boards with this tool. We just called the main character Jim Bob at this time as a place holder. We gave him a basic mission list which is this. Go make coffee, find pants, investigate sound, turn on radio, find broom and dustpan, clean up mess, turn on television, sit down, investigate another sound, find a flashlight, find batteries, open basement, find phone, find basement key, and finally unlock basement door. These are the overall steps of the first level or what we are referring to as level 0. Once we downloaded a new model from Mixamo.com we started using his model name which is Remy. In level 0 Remy is unable to defend himself so he must avoid the entity.

In level 1 you play as a different character which allows you to utilize a weapon. This weapon is an AK 203. This is a remnant of the FPS Animation Framework pack we are using for the first person controller and weapon animations. This character has a different list of missions to accomplish. They are to find a flashlight, find batteries, find the breaker box, find a key for the locked door, find the fuse for the breaker box, return to the breaker box, turn on the light, find ammo, and dispatch entity.

FPS Animation Framework

I purchased an asset that had a fps controller build for us from the start instead of building one from scratch. It would have taken us a lot longer than it did to complete what we did if this were the case. While this came in with animations for reload and fire and the like, they were not completely set up. I had to write a drop mag animation event that drops the current magazine out of the gun and instantiates a new one in its place to feel better while playing. Additionally these dropped mags are left in the world and can be seen laying around wherever you reloaded your weapon.

 

Another downside of this package is that it does not allow us to use the Time.timeScale function properly as it breaks the arm ik(Inverse Kinematics) rigs used for the gunplay. There are work arounds for this such as putting an isPaused check within the enemies scripts or other scripts that you want to stay stationary while the player pauses.

 

Finally, there were no impact effects or raycasts being called from the weapon themselves that I could find. So I wrote these functions in my own weapon script that works in tandem with the framework package. 

SAGE Demo 1

The first of the demos for the game SAGE. This demo is of level 1 which is the fps stage. You must complete the steps at the top of the screen in order to win. A few behind the scenes tips for the entity. He has 100 health and each shot takes only 1 damage from him. However a head shot will deal 5 damage to him and has a slight chance to send him fleeing. You can also use lights to make him flee so use these to your advantage if you find yourself out of ammo and unsure of how to survive. Ammo will respawn in specific areas around the map, so make sure your making your rounds and second checking spots you already checked as a new ammo pack could have spawned in that location.

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MainMenu
GameScreen1
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GameScreen2

SAGE Demo 2

The second SAGE demo. In this demo you play through level 0 as Remy or Jim Bob. You must complete a list of missions in order to complete the stage. While it may not look like you won, you did complete the demo. In the future you may be able to evade the entity by hiding in closets. 

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Missions
FPS Animation Framework
Sage Demo 1
Sage Demo 2

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