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pathogen's Introduction

Pathogen

Play as a virus and destroy your host!

Pitch

Feeling BLOODTHIRSTY?

Why not play on your PC a Star Fox 64 inspired on rails shooter where you play as a virus where you personably take down your host from the inside?

Your Mission

Take control of the deadliest virus known to man as you single handedly wreak havoc on the host’s nervous system

Who You Are

You’re the first strain of the world’s deadliest biologically engineered super virus made to target high profile government officials

Your Path

Travel through the bloodstream to reach the brain. Carve your path through multitudes of red blood cells while fending off aggressive white blood cells.

Your Target

The Brain. Surrounded by white Alert cells and orange Attack cells, the brain is not going down without a fight

The Final Showdown

If you get too close to an Alert cell, it will call Attack cells to destroy you.

If you are overwhelmed, YOU WILL BE ELIMINATED.

Why You Should Fund Us

Unlike other virus-based games, you play as the virus.

Feel the adrenaline of rushing through the blood to destroy the brain

pathogen's People

Contributors

elicdavis avatar dakotahall5 avatar sirgamer626 avatar

Stargazers

JT5D avatar  avatar

Watchers

James Cloos avatar  avatar  avatar  avatar

pathogen's Issues

Player Movement Inside Veins

The player's movement needs to be restricted similar to an on rails shooter as they progress through the players veins.

Player 3D Model

Player needs a 3D model that looks like the bacteriophage, instead of a single sphere.

Sound Effect When Player Takes Damage

It would be nice if the player could play a 'damaged' sound whenever they take damage.

The coding is simple, but I'm unable to find a good sound that a virus might make

Brain Behavior

The brain should ultimately control the spawning of the cells inside of the boss fight based on the kind of damage it is taking and in what area it is taking it.

The brain is sectioned out into parts which can be destroyed one at a time, each making the brain more aggressive. So each part needs to keep up with it's own health and have some way of indicating that it's been taken out.

When the brain has been officially taken out a cut scene should play and the end credits should play.

In Veins Shooter White Cell Behavior

White cells are to be spawned in the veins and are to actively seek out and hurt the player. I'd imagine it would just dive bomb and once it's past the players point of view it's removed from the scene to make things simple, but other ideas are welcome.

This behavior should allow the cell to take damage and to eventually be destroyed.

In Veins Shooter GUI System

The game needs a GUI to allow a player to see their health, as well to pause, learn controls, and a screen for when a player dies, and when they complete the level

Vein Rails Shooter Map Generation

It would not be too complicated to write a script that would generate the vain as the player moves along in the level until some goal is reached or distance is met before loading the boss scene.

This generation would include things such as

  • obstacle placement
  • red cell placement
  • white cell placement

The Brain Boss Room Map

This would include creating a map for the player to navigate in as well as placing and scaling the brain appropriately inside the room.

This will have to be a spacious room to allow for player navigation, as well as defining spawn points for cells.

In Vein Red Blood Cell Behavior

From talks we've had I think we've concluded that red blood cells will score you points as you go through the veins. We need to figure out exactly how they behave, whether or not they move, how they take damage,e what they do when they die, etc.

Main Menu

We need a really thematic main menu with cool music and lots of blood and animation going on in the background.

Alert Cell Behavior

Their needs to be logic for how a Alert Cell operates within the boss fight. Be it calling on some 'master' behavior, or some other fashion it needs a way of executing code that will trigger destroyer cells to spawn.

The cells also need a way to take damage and be destroyed.

Destroyer Cell Behavior

There needs to be behavior defined for the destroyer cells that actively seek out to damage the player inside of the final boss fight.

As discussed in our prototyping we need a way to determine what the cell is currently seeing since they are mainly blind.

The cell needs a way to take damage from the player and ultimately die because of it.

The cell needs a way of navigating around properly. I have code for potential fields that was used in the last game that can be utilized here effectively.

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