Windscale : Meltdown

visibility 4 بازدید schedule 1 ماه پیش timer 2:40
open_in_new Dailymotion
Completely homemade, one-man development <br />Homemade states/scripts/models/sprites/music <br />Real-life actor for all weapons <br />Gun-smoke effect <br />Breakable glass-windows <br />Destructible Vehicles <br />Rescue NPC/Hostages (for reward) <br />Weapon pickup (partial-reload for partially-empty weapons/ammo-tin bonus for full-weapons) <br />Elevators/Coded-lock doors/Fetch-puzzles <br />Car-jack option to loot vehicles <br />3D weapon and ammo pickupts <br />Loud noises (explosions/car-alarms/ alert nearby enemies) <br />Helicopter deploys enemy troops by rope-ladder <br />Smoke-trails for rockets <br />Camera shake for explosions <br />Bubbles and caustics for underwater <br />3D ash/pine/palm trees <br />Currency-system to purchase upgrades/tools/weapons/equipment <br />Parkour elements (jump/crawl/climb/swim/shimmy from area to area) <br />Tools-system unlocks previous areas (replayability) <br />Bomb-disposal element (disarm bombs to collect explosives/set traps) <br />Unique scripting which pushes the game-engine in unique ways <br />Drop anywhere onto the map using birds-eye parachute-view <br />Grenade-launcher (including explosions/shockwaves/debris-blasts/light-burst) <br />Character-driven storyline - story/clues unfold through narrative <br />Animated spent-cartridge/empty-shells <br />Zoom-aim with right-mouse-button (changes speed/accuracy/damage) <br />Dual-wield pistols (pickup multiple pistols to activate) <br />3D bullet trajectory effect <br />Inspect animation for player-idle (cancel inspect by moving player) <br />Shared ammo between weapons (collect ammo-tins to reload any weapon) <br />Auto-holster empty weapon <br />Multi-branching enemy-health (run/walk/limp/crawl) <br />Auto-cycle empty weapon to next reloaded weapon <br />Multiple firing-modes for each weapon (double/tripple-tap/grenade-toss etc) <br />Mixed-media 2D and 3D enemies (2D sprites and 3D corpses) <br />Enemies are knocked-back when killed <br />Giblet-effect for hard-damage attacks <br />Blood-spray animation for aimed-headshots <br />Rain/snow effect (environmental surface-collisions with impact animations) <br />Multi-branching enemies (randomised attack/chase animations) <br />Real "head-shots" aimed head-shots will instantly explode enemy heads <br />A-synchronous enemy timings for behaviours and animations <br />Photo-referenced 3D buildings from real-life locations around the World <br />Photo-referenced military and civilian vehicles