Nephilim: Genesis

Haha, now that you mention it, it does look very similar. We were just going for a traditional barn.

We were recently asked on our YouTube about our story, so we figured we probably needed to post this information here.

The game actually has a pretty complicated plot, but here is a rough outline.

Nephilim: Genesis (which is actually a prologue to a larger story) takes place in a mid-western town called Eaglesview, which is 90% federally owned. The government has placed advanced research labs beneath Eaglesview and its connected towns. These labs specialize in creating hybrid research subjects using the DNA of various alien species. Species such as the greys, reptilians, insectoids, and others. These experimental subjects eventually escape and over-run the town. All communication from the town is lost and the government quarantines the area and seals off all information. However, one of the government labs had a whistleblower who was leaking information to an alternative media source before the government’s information blackout.

You play as a private investigator sent in by the owner of the alternative media source to find out exactly what has been going on in the town.

Unknown to the government is that their actions in these labs have upset the Ancient Watchers and they plan retaliation soon.

hmm nice story there , it reminds me to the movie Splice :)) There were some expriments with mixing DNA of things and afterall a monster is created which can switch its gender and also kills people.

Thank you. Yeah, saw that movie, thought that it got a little weird towards the end though haha.

The game’s plot is actually based on conspiracy theories with influences from various religious sources, such as the texts of: the Sumerian epic of Gilgamesh, the Book of Enoch, the Old Testament, the Torah, the Mahabharata, Greek mythology, and more.

Nice progress so far! I would only suggest 2 things:

  1. maybe make the walking sound quieter as it is a little loud
  2. when using lots of long/tall reeds which the player has to walk through using a track to actuator or billboard under the material settings, gives a really nice effect of the player pushing the reeds aside as they walk through.

Just an idea :slight_smile:

@Thatimster:
Thanks for the input! Now that you point it out, the movement sounds are a little loud. We’ll have to adjust those.
We’ll have to experiment with your second suggestion.

Nephilim Genesis Teaser 4

The Alpha Greypod, which is featured in this teaser, can seek out the player by following his scent. The direction of the wind and its speed affect the distance the player can be smelled from.

This video details the Hydra Head enemy.

The Hydra Head has a total of 25 collision hit points.

Nice ^^, but what will happen when it stands close to you?

@RockyMadio:
Thanks! At stage 1 he has two attacks, a swipe and a grab. Stage 3 has 2 swipes and a grab. We didn’t show these off in the video, because we wanted it to focus on its transformation, and we are in the process of implementing a new grab. We ended up taking your advice in a way, now when enemies grab the player, they latch on top of the player in real-time, instead of switching out with an overlay scene.


A short video showcasing several improvements:
All grass now blows in the wind
Added an openGL filter for light scattering (we are using an edited version of CTBM’s light scattering/godrays, which is based on Martinsh’s light scattering filter).
Added gloves to the player’s hands

We are in the process of overhauling the amount of ways that enemies can die. Both of these can be achieved by using the shotgun at close range:



A demonstration of a moderate rain storm:

Nice, is it raining just over the player or over the whole map?

@haidme:

Thank you! We were trying to give the illusion that the rain covered the whole map.

The rain is generated from groups of empties in a star shape around the player. They have controller empties that tell them to switch off if you are in an interior.

This is really coming together! Nice work.

@pqftgs:

Thank you very much!

so many empties o.o?

@RockyMadio:

There are six main controller empties, which each have about 1-5 empties parented to it (the amount is dependent on graphic setting for weather density and severity of the storm).

The controller empties casts a ray to the ground (at a frequency of 64 frames), and tell its children to add in rain if the controller’s ray doesn’t hit an interior.

Throw-able Items:

Glowsticks

Glowsticks are much less likely to attract enemies’ attention than the flashlight. Some enemies are able to estimate your location if they see where a glowstick was thrown from.

Cool intro, I think you could greatly improve your glowstick model, by baking the model. You can then use the emit map to only make the inside glowing without the outside. Also in my opinion the glowstick needs to be “lighter”. Maybe something around (HEX) C8E700.

Looking good so far!

@Thatimster:

Thanks, and thank you for your suggestions!

You’re right, the glowstick should be a lighter color. The emission map on the inner piece is a good idea, we’ll try that.