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Project Blacksite

A Multiplayer Monster-Management Simulator inspired by SCP Foundation and Lobotomy Corporation

This project is currently in early development, so all names, assets, and mechanics shown here are quickly subject to change!

ROLES: Game Designer | Programmer
TOOLS: Unity | FishNet
Duration: Currently in progress

Anchor About

About

Project Blacksite is a multiplayer monster-management simulator. As a team of researchers, players learn to handle undiscovered creatures and figure out how to utilize them to earn money and develop their company.

With one other team member, this project is currently a couple of months into development as a personal side project to learn how multiplayer works under the hood (using FishNet). Here are some systems and mechanics that I have been responsible for learning and developing below.

Ideating and iterating on the major gameplay pillars in a workspace canvas.

Systems & Mechanics In Progress

Anchor Process

Monster AI

The main gameplay loop of this project revolves around robust creature AI. Every Monster should have unique mechanics that make them stand out compared to one another. Some adjustable behaviours that players learn to figure out include:

  • Stats like preferences (food, companionship)

  • Passive behaviours (sleeping, movement habits)

  • Active behaviours (attack patterns, aggro conditions)

Showcasing this specific Monster's AI, who likes to flee to a random part of the map at random intervals, even while aggro.

Interacting and temporarily killing the Monster prototype

Monster "Mood" mechanic; becomes hostile when Mood is low, returns to normal temporarily when respawning

Friendly AI

Friendly AIs automatically targeting aggressive Monsters by pulling out their weapon.

I'm also responsible for other AI, the other major one being the ally "researchers" that accompany your team. Similar to the actual players, these AI have the logic to use the same Equipment, pulling them out when necessary.

Making sure my player-related logic was abstract enough to work for friendly AI was an important process learning in order to ensure they can use the many of the systems that players can (Equip usage, accessing Doors, engaging with Monsters, etc.)

Showcasing their death and ragdoll functionality, as well as being able to be targeted by Monsters.

Pathfinding logic; Friendly AIs will clock in at an entrance point and spread out evenly throughout the facility.

Versatile Equipment System

Equipment that the players can use to complete their tasks will have a variety of different uses, so I have been learning how to create an abstracted item system that allows designers to quickly create modular Equipment.

Specifically, all usable Equipment scales off a Tool and Action system, where the Actions define what the Tool can do independently.

 

For example:

  • An assault rifle with 3 Actions: Shoot, Reload, and Aim Down Sights (ADS).

    • The 'Shoot' Action can be passed down to any projectile-based Tool.​

    • Same with 'Reload', but we can technically use this Action in any Equipment that requires reloading.

    • ADS can be also used on Equipment that isn't necessary a gun, such as Binoculars.

Testing different weapons over multiplayer on both client and host.

Testing weapon mechanics, like damaging structures and damage penetration falloff.

Other Mechanics & Gameplay Pillars

I also am currently responsible for working on other aspects of the game:​​

  • Player Tasks: Planning and implementing various task loops players can do (e.g. Cooking, Feeding, Cleaning, Observation, Security, etc.)

  • Research & Upgrading: Players will eventually have the ability to spend their time researching for stronger upgrades to their equipment and facility.

  • Game Economy: Players are rewarded currency for completing quests and contracts they select, which they can use to purchase upgrades or supplies.

Early lighting test, in a game state where the Monsters have been failed to be contained.

More to be added!

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