WASD- movement

mouse click & drag- look around

"P"- pause/menu (the menus also didn't get completed in time)

"1"- turn on scanner

Hacking- match the frequency and amplitude of the target to breach their security.

BUG: you need to reapproach people in scan mode to enable the hacking mode

BUG: the dialog is trash because I ran out of time doing really productive things like naming each shop and making their signs early on

BUG: third person character is invisible

BUG: some NPCs are invisible

BUG: some people don't stay hacked

BUG: environment triggers don't work; other event triggers and dialogue changes don't work, so the HTML5 game cannot be won or lost, and the camera does some crazy things.

Your own isolated city block might as well be its own country with the thick walls that hold you in. Our minds were our oasis until something else found its way in. The player has become aware of a zero-day exploit in the bioware that is mandated upon every sentient being entering this life. You start to have a little fun but quickly realize that seizing control has different effects on people- some people are actually hardwired from birth into some other control? How can we escape what we are born into?

This is an entry for Cyberpunk Jam 05, and unfortunately on my build before deadline lots of things broke for the HTML5 version (Dialog trees and behaviors for controlled citizens, third player character is invisible, camera does strange things, endings cannot be triggered, etc.) I am not sure if I will get around to fixing any of this because this being my first HTML5 game with Unreal Engine, I think I would do many things differently and start from scratch rather than repair this. I wanted to honor the jam though by at least posting something that maybe gives a glimpse into what I was trying to pull off.

I made all the CAD in Blender and used Substance Painter, Substance Sampler, and Designer for the materials, Adobe Audition for the audio, Photoshop and Illustrator for the graphic designs/UI/signboards. I tried to implement some basic HLSL I was learning for the shaders in the scan mode as well as the hacking tool.

The idea behind the city is that people that live there aren't even aware or curious what is beyond the confined walls because this is what everyone is used to. They live in small storage units, and their services/business/jobs are all just time shared kiosks in the same confined space. The reasoning behind the character designs was to create a society of anonymized sexuality, where the physical barrier is the only one left to express or control because civilization has forfeited their privacy many generations earlier, so not a single thought in your mind isn't processed through audits beyond your comprehension.

Lots left on the table, life and good weather kept much of this from being realized into a fully immersed interactive experience, but that really doesn't matter because the internet seems pretty dead and no one will read this and the two people that ever try playing it are actually probably some type of scraper bot trying to make another buck somehow.

Cheers if you are passing through! Long live the new flesh.

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for the record, I'm a real-enough person and I was here. the idea has potential, I think if you take the edge off the frequency minigame (it's *really* finicky) and add all that stuff you didn't get to add to the jam version you could have something interesting here