Ex-Machina, a new beginning


We have just finished watching the Film Ex-Machina, we have been tasked to make a game inspired by this film . I have been firstly tasked to create the base mechanics for the game and pitch them to our lecturer. 

The main technical requirement for this game is the algorithm for finding Body-parts to connect to Ava body parts. Most other aspects of the game are not as intensive: calculating Detect-ability, drawing animations, moving Spinner for camera’s to spot player, etc. Also, as the game progresses we will have to make sure that the levels become more difficult without creating balance issues. We will have to make sure the game gets harder at the same pace, without allowing the player access to powerful upgrades too quickly.

I am planning  three modules in the system. These are: home menu/local leader board, game-play and Game over. The home module houses the main menu for the game, local leader board and settings. The game play module hosts everything to do with a game play session. Lastly, Game over when game is complete. The interactions between these modules are very straight forward. The home module is used to start a game play session. During or after a game play session, the player will be able to interact with its body parts and change them for ones set on the level.

I have started to sort out the scene manager for the 3 modules. also started setting the basic get/set's for the player.

The main idea for the game is :

Play as Ava: in the first half of the game, escape the Bluebook facility, while obtaining body parts to make yourself the most convincing human doppelgänger possible and bypass Bluebook’s security protocols to hide yourself from the humans. In the second half of the game, lose yourself within the city and avoid Bluebook’s security force and the police.

Files

ex-machina-studiofive-master.zip 57 MB
Apr 10, 2019

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