Difference between revisions of "Escape from Aeon"
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== | == Planned features == | ||
* 25 procedurally generated levels across 5 zones | * 25 procedurally generated levels across 5 zones | ||
* Tactical combat with 100-action-point system | * Tactical combat with 100-action-point system |
Revision as of 15:31, 16 August 2018
Escape From Aeon | |
---|---|
Beta Project | |
Developer | Ghostknot Games |
Theme | Science Fiction, Horror |
Influences | Dungeon Crawl Stone Soup, Infra Arcana |
Released | TBA |
Updated | Aug 15, 2018 |
Licensing | Closed Source |
P. Language | Unity, C# |
Platforms | Windows, Mac, Linux |
Interface | Mouse, Keyboard |
Game Length | ~1 hour |
Official site of Escape From Aeon |
Destined for humanity's next home, you must escape a titanic mothership — where an abhorrent lifeform has taken residence.
Escape from Aeon is a modern interpretation of the traditional roguelike model. Features include a turn- and point-allocation-based system, permadeath and a slim chance of survival. Early builds are available on itch.io and a Steam release is planned for the future.
An early build of EFA. Video here.
Planned features
- 25 procedurally generated levels across 5 zones
- Tactical combat with 100-action-point system
- More than 40 enemies in an unlockable beastiary
- Modify your character with modules, musynths and infections
- Environmental interactions
- Custom sprite art
- Sound and music
- Survival horror inspired gameplay
Description
Background
In the far future, Earth's united nations observed a gigantic meteor heading toward the planet on a collision course. Efforts were already in place to colonize another world, but no viable planets were found within a few generations' span of time from Earth. The discovery of the meteor caused the nations to redouble efforts in finding a solution, and from this impetus, the fleet of Aeon ships were created. Massive, multi-generational colony ships capable of near-light travel and sustaining several synthetic ecosystems, launch from Earth just before the meteor incinerates the planet.
After an undetermined amount of time, the player wakes on an Aeon for routine maintenance, interrupted shortly thereafter via emergency override. Locked out from the cryochamber and with no responsive interfaces aboard the Aeon, the player sets out to determine the cause of the override.
In addition to traditional roguelikes, Escape From Aeon draws inspiration from science fiction and horror movies such as John Carpenter's The Thing and the Alien series.
Objective
The player will uncover details about the Aeon, Earth's plight, the player's location and what caused the override, as well as powering an escape pod and ultimately escaping the Aeon.
Mechanics
Escape From Aeon includes many codified roguelike mechanics, such as procedural level generation, permadeath, and a high degree of challenge. The game also implements an action-point turn system, similar to those found in Jagged Alliance 2's 1.13 modification and X-Com: UFO Defense.
RPG - As a role-playing game, the player gains experience through killing enemies and can level up several statistics, including Strength, Agility, Vitality and Insight. These stats change the equipment the player can use, the player's health, and other elements.
Turn-based - The player's actions — including movement, reloading a weapon, firing a weapon, using an item, etc. — are allocated through a pool of 100 points called Chronounits, or CUs. This pool can be modified through leveling up Agility and via modifications. The player's turn ends once he or she has exhausted all available CU, allowing for tactical combat.
Example CU readout.
Environmental interaction - With enough firepower, some walls, doors and objects can be destroyed with associated consequences and/or advantages. Other elements and hazards, such as sludge, radiation and spore clouds, can help or hinder the player and enemies.
Modifications - The player can change his or her genetic makeup with mutagenic synthesizers or musynths, change suit properties with modules, and harness some aspects of an alien lifeform with infections. Each modification behaves similarly to familiar roguelike elements — musynths behave like traits, modules like wands, and infections like deities.