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Survival Game Version V2

This is a simple Point and Click, text based adventure simulation game made in Blender Game Engine (BGE) inspired by Fallout shelter and older Point & Click Adventure games i played when i was little. currently there's really only one quest currently and many of the old placeholder items need to be updated such as the Generator, Ceiling Light, Wall hook, Light switch, Door Handle, Cupboard Knobs and other minor things.
Eventually i will add additional scenes that can be explored once found after sending your character out to explore, these will be accessible options that will appear when you click on the Door.
eventually I would like to give the Journal more Functionality but for now it Displays player stats such as Health, Hunger, Thirst, History and Items.

My Original Game of this was a simple proof of concept and decided to go further with it.

My Original Game of this was a simple proof of concept and decided to go further with it.

here is some gameplay. i really want the game to be Player driven rather than told what to do, i addressed this by adding an examine option along with visual yellow highlight to indicate items of interest when hovering the mouse over them.

This is the main scene, while the camera is always in a fixed position and is never supposed to move you can see everything is fully modeled and these assets are from a personal shared library for all games i make.

This is the main scene, while the camera is always in a fixed position and is never supposed to move you can see everything is fully modeled and these assets are from a personal shared library for all games i make.

I decided to improve the lighting, i did this by adding a point light to an appropriate area to add a fake bounce lighting effect.

i needed a way to display stats, info and  items so i thought about a leather bound book as if the player is writing down info.

i needed a way to display stats, info and items so i thought about a leather bound book as if the player is writing down info.

a simple animation given to an empty is controlled by a property that will move as needed. the UI is actually the main scene and the Room is actually rendered as a background scene, this allows the possibility for Dynamic scene change for future use.

a simple animation given to an empty is controlled by a property that will move as needed. the UI is actually the main scene and the Room is actually rendered as a background scene, this allows the possibility for Dynamic scene change for future use.

during this development i found a neat trick to give a velvet look to certain materials by using the Minnaert Shading method of the Diffuse. using lower values gives you the velvet effect that cloth materials have helping diversifying materials.

during this development i found a neat trick to give a velvet look to certain materials by using the Minnaert Shading method of the Diffuse. using lower values gives you the velvet effect that cloth materials have helping diversifying materials.

this is with Minnaert shading set to value of 0.200

this is with Minnaert shading set to value of 0.200

this is using the default Lambert Shading.

this is using the default Lambert Shading.

i wanted to limit the total Textures and Materials and so many items share textures and can be tinted using Vertex Color, vertex color is also used to add additional Shadows and Ambient Occlusion.

i wanted to limit the total Textures and Materials and so many items share textures and can be tinted using Vertex Color, vertex color is also used to add additional Shadows and Ambient Occlusion.

Optimization has not been done yet and so many items have unnecessarily high textures for how very little these are seen.

Optimization has not been done yet and so many items have unnecessarily high textures for how very little these are seen.

this shot shows off the Tile texture which was Procedurally generated. the Carpet, Walls and Wood textures were made the same way.

this shot shows off the Tile texture which was Procedurally generated. the Carpet, Walls and Wood textures were made the same way.

this is the full scene when zoomed out.

this is the full scene when zoomed out.

while you get to see very little outside i still wanted to add something and while watching Evil Dead there was only one idea in my head.

while you get to see very little outside i still wanted to add something and while watching Evil Dead there was only one idea in my head.

I modeled one tree and made a forest and then rendered out Diffused w/ alpha and a normal map so that the light can interact with the trees.

I modeled one tree and made a forest and then rendered out Diffused w/ alpha and a normal map so that the light can interact with the trees.