The Altered State Amendments & Addenda
Key selling points
The Altered State Game - Shadow Casters is a dynamic and cinematic story line that's deeply involving and full of shock twists. Presents an imaginative but scarily real portrayal of future world events, created as a part of a proposed series of games with a strong story arcs and cliff hangers to create consumer interest in sequels, but game play and world are varied enough to provide interest as players explore each new chapter in the AS epic while still maintaining a strong IP of Altered State series.
Altered State Combines many established game types together in one package and so appeals to a large consumer base. With gameplay styles to suit all players with action, shooting, adventure and stealth all play a part - how you play really is up to you. Part immersive simulation, part role-playing game, part first-person shooter, part adventure game, a combination of narrative driven and non-linear gameplay and a completely open environment, and gameplay, go where you want do what you want in a totally immersive world.
Altered States emphasis on character development ensures that every player character will be unique, this, combined with our deep world simulation, ensures that each player's experience of the story is different. Situations that evolve over time, influenced by player action (or inaction). The state of the world changes to reflect the impact of player choices. Game events and the passage of time turn familiar locations into strange and terrifying places; trusted friends become the most bitter of enemies, using multiple routes and solutions within each mission provide many different ways to complete each level and provide different consequences. Goals can be accomplished through stealth, careful planning, undercover work or conversation, through the use of unbelievably high tech equipment or brute force combat tactics, as well as varied mission types (including Sabotage, Infiltration, Extraction, Rescue, Intelligence-Gathering, Thievery, Reconnaissance, Assassination, and all-out Combat) keep players coming back for more.
Varied interactions with people and places interaction with dozens of unique non-player characters. A simple, elegant conversation system results in non-player characters you really care about. Engage them in conversation, seek information from them, recruit them to your cause. Make significant choices that affect how the game evolves. Choose your friends, enemies, who to support and who to fight, the game changes based on your decisions, decide for yourself who you can trust.
Using proficient skills and psi ops abilities making many strategies to adopt different gameplay styles as they progress making many different game play options available with an arsenal of modifiable weapons including shotguns, sniper rifles, grenades, rocket launchers and flamethrowers as well as melee weapons are all at hand to take down the enemy.
Multiplayer gameplay featuring the take over game type a MMO FPS - massively multiplayer online first-person shooting game - FPS in a persistent world, gameplay of a MMORPG while combining the high intensity action of an online FPS game. Featuring a fully 3-D living city using Epics Seamless World Support which allows the creation of virtually unending environments through background management of game levels and assets.
The BSP geometry of all the 45 levels, the games music 30 pieces made, all the sound fx 650 sound files, all the textures over 3000 textures made, we have the games 16 characters models, we have the games 28 weapon models plus the melee weapons and also 500 static meshes. We also have fully motion captured for all our animations
Game resources are presented at the following web pages-
Sub Note material textures not shown on the page 600 of these being unlit alpha channel materials for the window lights
http://www.planetunreal.com/alteredstate/R1/AS-GameResources1.html
http://www.planetunreal.com/alteredstate/R2/AS-GameResources2.html
What is required to finish the game.
Static meshes need re scaling and assining a material, plus the static mesh set expanding. UV mapping of 8 models. Skinning of character models and game weapons. Assigning of the finished Animation to weapons and characters. Higher rez normal maps making of the character models if it is imported into unreal engine 3. Game code. Filling the game levels with static meshes, lighting the levels and texturing them, ie dressing the levels, plus implantation of the game, ie adding nodes patrol points scripting of set pieces and general implementing of the game together to the finalization.