Project “MARVIN” is a Diablo-style RPG, inspired by the blockbuster “The Martian”. The game is set after a mechanical failure occurred during the return trip from a distant Mars-like planet. As our unlikely hero, you must triumph through the harsh environment of this planet, find ways to contact home and battle that what is lurking in the shadows.
Although “Life…” has become our new pet-project we still want to progress our first ever project called “Project Marvin”.
With the coming of Unity 2019.2 we’ve chosen to use the High Definition Render Pipeline (HDRP) to get the most awesome graphics. Also overhauling the complete terrain, lighting and pretty much every system we previously had in place, to get most out of this new version of Unity 3D.
Unlike you’ve seen in our previous clips, to make the game more interesting, we are now introducing enemies. As of now they can patrol, chase, search, attack and of course return to their patrolling route.
Our first tour in the Mars Assembly Building. Still a lot of work to be done, but this is a good impression of what Project Marvin is going to look like inside the building. As always feedback and tips are very welcome.
After a couple of weeks we finally found time to put some time into this project again. Removed some clutter, restructured and refactored a bunch to get more clarity on where we currently stand.
First of all, let me tell you the the synopsis of the game, before we dive into the progress we made:
Project “MARVIN” is a Diablo-style RPG, inspired by the blockbuster “The Martian”. The game is set after a mechanical failure occurred during the return trip from a distant Mars-like planet. As our unlikely hero, you must triumph through the harsh environment of this planet, find ways to contact home and battle that what is lurking in the shadows.
Pretty exciting stuff, isn’t it?!
So now, what have we been doing so far and what we are planning to do:
– Basic game machanics like movement, health, energy (mana), minimap are done
– Dialogue-/Quest- and Inventorysystems are in place
– A bit of UI, but that could use a good overhaul
– We need some more animations and assets to progress the story
– Obviously more quests and put a little more “oomph” in it
– Maybe even thinking about multi-platform controls
– And overall improvements of the systems already in place
All in all, not a bad result for a two-man team, only started learning game development in Unity/C# a couple of months back.
So we ditched the voice acting for now and got to work on a dialog system instead. Maybe we will get back to our soothing voices, but for now, this is good enough.
Also overhauled the entire Clickable/Interactable item system with an inventory.
Despite some navmesh/terrain/animation/collider-issues, things are really coming along nicely.