ARTIFICIAL is a first-person physics based puzzle game situated in an underground colony on asteroid 2031 XT.
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Q1 2020
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Planned Release Date: Q1 2020

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Recent updates View all (4)

June 17

ARTIFICIAL - DEVLOG 04



WELCOME
Welcome to another bi-weekly ARTIFICIAL devlog!

GAMEPLAY
I've decided to release a short playthrough of one of the early levels as it nicely demonstrates different aspects of ARTIFICIAL's gameplay. In this case - simple platforming combined with dynamic obstacles (lasers & turrets) and environment-based puzzles. Everything you can see in the video is still work in progress. Because this level takes place around the start of the game, it shows just the most basic gameplay mechanics. There are many more which are gradually introduced throughout the game.
https://www.youtube.com/watch?v=PIEGG1IR8J0&feature=youtu.be
TURRET TROUBLE
As you could see in the video above, one of the many obstacles you can encounter in ARTIFICIAL is security turrets. They scan their surroundings and shoot any biological entity they pick up with their scanners. You can either sneak around them or disable them by tipping them over.



MODEL IMPROVEMENTS
Several models went through various visual improvements. Here you can see an example. I've decided to add a little bit more detail to the "drum antenna" model in the form of a beveled edge. It's just s small change, but environments which are using this model now look much more detailed.



Models also went through some performance improvements. Many of the prefabs were causing unnecessary draw calls, so by merging together meshes which were using the same material, I managed to reduce overall draw call count by around 30%.
Messy models can get performance heavy really quickly.



Here is a quick description of draw calls from official unity3d.com documentation:
To draw a GameObject on the screen, the engine has to issue a draw call to the graphics API (such as OpenGL or Direct3D). Draw calls are often resource-intensive, with the graphics API doing significant work for every draw call, causing performance overhead on the CPU side. This is mostly caused by the state changes done between the draw calls (such as switching to a different Material), which causes resource-intensive validation and translation steps in the graphics driver.
https://youtu.be/NQ7DnESGvEU
VISUALS AND PERFORMANCE
The other day I ran into GRAPHY - Stats Monitor & Debugger which is a free asset on the Unity asset store. It's a quite reliable and handy tool for checking the performance of your game and seeing how various graphics options affect your game's performance.



While playing around with this tool, I found out that enabling shadows for secondary lights (which are mainly used to subtly light up darker areas of the game) has a really small effect on the overall performance. I've decided to add the possibility to have the shadows enabled in the game and I have to say that environments now definitely look much better. I also decided to make overall shadows a little bit darker as in some cases they were not quite visible.
https://youtu.be/7n3ILbJb7cI
Adding dust particles to the game was something that I had on my mind for quite a long time. I finally decided to work on them last week. After a few iterations, they turned out to be a nice little touch to the overall atmosphere of the game and this is how they look like in action:
https://youtu.be/UXJZLUgN5I4
DISCORD
ARTIFICIAL is mostly a one person Indie game and that's why I'm often relying on opinions of people from my Discord community. Feel free to join in if you would like to chat, or just see more screenshots and videos from development!



JOIN OUR DISCORD!
FOLLOW ME ON TWITTER

Thanks for reading this far and see you in two weeks!
- Ondrej
0 comments Read more

June 4

ARTIFICIAL - DEVLOG 03



WELCOME
Welcome to another bi-weekly devlog about the development of ARTIFICIAL!
This time I was mostly solving technical issues and working on performance improvements, but I'm also going to show you some of ARTIFICIAL's gameplay features in closer detail and talk about my past projects.



TECHNICAL DIFFICULTIES
Unity decided to give me trouble once again. It suddenly started spitting out errors about missing libraries. At first, I thought that I broke something in my project but the problem remained even when I tried opening older projects or creating new ones. I spent a whole day trying to resolve this issue while searching for possible solutions on the internet. Even reinstalling Unity & Visual Studio didn't solve the issue, so in the end, I had to reinstall my whole system.



I decided to disassemble my 5-year-old laptop in the meantime and discovered some of the first unity projects I ever made on its hard drive. Enjoy this sneak peek at the quality games I made back in 2011. :)



LASERS!!!
Lasers are one of the first obstacles you will encounter in ARTIFICIAL. Touching them results in instant death. At first, they take the form of mostly static obstacles, but they get more dynamic as you progress through the game. They can switch on & off, change their rotation and even move on rails.
https://youtu.be/bqUIFV767l4
At the programming side of things, each laser has its own set of instructions which control its behavior. This way, I can easily create different laser behaviors by writing down different sets of commands. Each laser is a little state machine that waits for the next instruction and carries it out.



OBJECT INTERACTION
Interacting with objects is a big part of every ARTIFICIAL level. Objects can be picked up, dropped and thrown. Those which are too heavy to be carried can be still pushed around to uncover secret passages or used to reach otherwise inaccessible places.
https://www.youtube.com/watch?v=MUic8GKHDYw&feature=youtu.be
Object interaction is a big part of puzzles and it's closely tied to numerous game mechanics.
https://youtu.be/nKzZBv9Cuug
This is how object throwing looked like back in 2018 when I first programmed it. I kinda forgot to change "isHoldingObject" state to false after throwing an object so I accidentally created a brick machine-gun.
https://www.youtube.com/watch?v=geS_piDIq7o
SLOVAK GAME OF THE YEAR
Also, During last weekend I attended the Slovak Game of The Year Awards. My short experimental game "The Flood" from 2018 got nominated and received honorable mention for best visual design. Yay!



DISCORD
ARTIFICIAL is mostly a one person Indie game and that's why I'm often relying on opinions of people from my Discord community. Feel free to join in if you would like to chat, or just see more screenshots and videos from development!



JOIN OUR DISCORD!
FOLLOW ME ON TWITTER

Thanks for reading this far and see you in two weeks!
- Ondrej
0 comments Read more

About This Game

ARTIFICIAL is a first-person physics based puzzle game situated in an underground colony on asteroid 2031 XT.

It goes without saying that something in the colony went terribly wrong. You as a player, will be thrown in the middle of events, which will gradually reveal more and more about the world around you.

There are many obstacles and traps you will encounter on your journey several thousand meters underground. Some of them more intelligent than the others.

Features:

  • Progress through 3-5 hours of original story.
  • Run, jump, climb and crawl through dozens of handcrafted environments.
  • Solve physics based puzzles.
  • Interact with your surroundings by pushing, pulling, carrying and throwing almost any object you can find!
  • Maneuver around lasers, hide from turrets and sneak around your enemies!

But mainly... Experience the world of ARTIFICIAL yourself!
Coming Q3 2019

System Requirements

    Minimum:
    • OS: Win 7,8,10
    • Processor: Dual Core 2.2
    • Memory: 2 GB RAM
    • Graphics: 2 GB VRAM
    • Storage: 1 GB available space
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