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Without a Clue:

  • Anastasia Kinzel
  • Jan 8, 2016
  • 3 min read

Over the course of the winter break 2015/2016 I am working on some finishing touches on game that I was working on for a final in Fall 2015. The game I'm working on is called Without a Clue, and I am plugging away on scripting all the gameplay mechanics. I am using Unity, and C# to program my game, and am also finding free models online to populate the space, as well as figuring out gameplay, and storyline.

The basic premise of the game is that you are in the same universe as the Clue board game. The idea is that rather than the characters form the board game commiting the murder, you were the real culprit. Upon investigation by the police after the board game murder took place, they found that the evidence was insufficient to charge the character blamed in the board game. Now that the police have not been able to solve the murder that took place. The townspeople in the surrounding area have become displeased with this large looming mansion on a hill, that scares their children and is a landmark of an unfortunate event. They get the idea that the only way to remedy the situation is to pack up the house and have the city tear it down, since it is seemingly uninhabited and unclaimed by any party.

You, the player, are the inhabitant of the house and you by no means want your house to be taken away from you. So you will fight all the people coming in trying to take your home away to make sure that doesn't happen.

The gameplay as of now is relatively straight forward. You have six weapons; the leadpipe, the candlestick, the wrench, the knife, the rope and the revolver. All of these weapons attack for a different amount of damage and have a certain time they can used for, similar to a durability. For instance, the lead pipe, since realistically is a heavy weapon and is very durable, can be used for a combined amount of 30 seconds, and does 3 damage to each enemy. However a weapon like the rope, which is much less durable only can be used for a combined 10 seconds and only does 1 damage to the enemies. So currently in the game you must manage your weapons and try not to deplete any of them too quickly, so you aren't stuck without a way to fight. All the enemies require that the player has a weapon equipped to receieve damage. I am working on a system to have each weapon also have a cool down, so that each weapon feels different and has it's benefits and it's downfalls.

Since the home is being packed up by the townspeople, your house is in disarray with boxes everywhere and the rooms torn apart. So, because of this you have lost your keys and now need to find them to be able to traverse through the home. This means that you, as the player, need to click on the boxes to find which one has the key so you can progress to the next rooms. I was able to make animations for the boxes and the doors to make the game feel a bit more polished, and to give the player an indication that they clicked the right box, and should thus collect the key.

Anyways, I have some more cleaning up and polishing to do on the game, and will be working on mechanics, story and bettering the scripts for the game, but I will be uploading a quick play though demo of what I have very shortly, so keep an eye out!

 
 
 

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CONTACT ME BY EMAIL:

a-kinzel@hotmail.com

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