Liquidator Demo
A downloadable game for Windows
Made with Unity 5.6.5.
Liquidator is a 90's-era Descent-clone, with dated graphics and a classic DOS-themed aesthetic. The player navigates the maze-like corridors of subterranean mines, whilst unlocking doors and fending off a variety of enemies, in the process.
Similar to the original 1995 release from Parallax Software, the primary objective in Liquidator involves locating and destroying each facility's reactor and then escaping the mine before the entire place explodes.
The Premise
As of 2068, Demeter Industries has fallen on hard financial times, due to insufficient profits reaped in the aftermath of substantial investments in a large-scale mining operation, desigjned to extract precious metals from the mantle beneath the earth's crust.
Now, the company's precarious monetary situation has left the organization open to an impending hostile takeover at the behest of a rival holding company. Logistical analysis confirms that the standard procedure of extracting personnel and implementing standard shut-down procedures will incur expenditures which the company is unable to sustain.
As a result, Demeter's head of security, Heidi Nguyen, has outsourced certain duties to a particular "freelancer" as a means of expediting a more "financially-sound alternative" to depriving the company of its monetary burdens.
Under the guise of "Operation Redline", you embark upon your duties under the code-name of "Liquidator". Your assignment to penetrate the interiors of each mine, locate and destabilize the nuclear-powered generators, and then escape through one of the many available ventilation shafts before the entire place explodes.
Due to a variety of internal circumstances, employees within these facilities have already come to expect the impending moves from Demeter's security division, and thus have taken it upon themselves to hire a few "freelancers" of their own, not to mention deploying a few standard automatons which have been reconfigured for military usage.
Gameplay
Similar to games within the Descent series, you pilot a hover craft with a host of weapons at your disposal , not to mention the ability to maneuver 360-degrees of orientation in either direction. Keys corresponding to certain colors are required to unlock particular doors, and various machinations will attempt to thwart your progress, every step of the way.
Once you have located the mine's generator, you are required to destroy it, upon which you are allocated a 30 second period to vacate the facility before a meltdown occurs.
Controls:
Mouse-look | pitch/yaw |
A / D | Strafe left/right |
W / S | accelerate/decelerate |
Q / E | Strafe down/up |
Left mouse-button | fire primary weapon |
Right mouse-button | fire homing missile |
1 | primary laser (weapon selection) |
2 | rotary cannon (weapon selection) |
3 | scorpion (weapon selection) |
F1 | first-person (cockpit) perspective |
F2 | third-person perspective |
Esc | pause |
Retro Features:
There are variety of components within the game which have been explicitly designed to emulate the characteristics and limitations of DOS-based computer games in the 90s era, including the following:
- 320x200 resolution
- low-polygonal objects
- blocky, unfiltered textures
- low draw distances
- an old-fashioned MIDI-generated soundtrack
- pre-rendered sprites representing various items and pick-ups
- limited frame-rate
Other Remarks:
At this point, Liquidator is still within the preliminary stages of the prototype phase, and the game is still beset by a large number of bugs and innumerable components which are more than a little "rough around the edges", so to speak.
I'll be looking to update this demo on an ongoing basis, and hopefully most of the kinks will have been ironed out within a reasonable period of time.
updates in version 1.01:
- pitch and yaw controls have been smoothed out
- fixed various collision detection issues
updates in version 1.03:
- lateral rotation has been reconfigured for local- as opposed to universal- orientation.
- auto-leveling incorporated
- fixed bug which had prevented repeat of briefing session.
updates in version 1.04:
- rockets added as secondary weapons.
- vertical-strafing enabled.
updates in version 1.05:
- third-person perspective added.
updates in version 1.08:
- rockets have been replaced with homing missiles.
- rudimentary baked lighting features added.
- fixed some control issues.
updates in version 1.09:
- slight revisions to control and missile guidance system.
updates in version 1.1:
- second playable level
- new enemy type: rocket drone
- new enemy type: KL-13 VTOL Fighter
- new enemy type: rocket turret
- new weapon type: Scorpion Plasma Cannon
- improved control characteristics
Status | Prototype |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Jesse Hamm |
Genre | Shooter, Action |
Tags | 1990s, 3D, boomer-shooter, DOS, FPS, Low-poly, low-resolution, Retro, Sci-fi |
Comments
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My play-through: https://youtu.be/fFw2sDrqV3c
Nice work!
Thank you!:) Excellent playthrough!
I, personally, am not the best at these kinds of games. That being said, I still had so much fun trying this out. I love how much story was put into. The controls were very intuitive. All around fun game! Thank you for sharing your work with us.
I made a video on it if you'd like to see, your game is at 14:44:
Wow! Thank you:)
New Update? I received an email for it. New features?
Well, technically yes.
Although nothing much, at this point. Just some revisions to the existing control configuration so that it's hopefully more intuitive than before, and some additional bug fixes.
Oh damn, time to give it a second try
This would play perfect on a Digital style controller with pitch up and down handled by seperate buttons, a bit tank like, but might short cut having to fix sensitivity issues, which would require you to micromanage it.
Buttery smooth controls, but way too smooth on the sensitivity, the slightest mouse push sent the ship rolling, and caused an unfortunate hidden ending where I die completing the mission. Maybe a sensitivity adjustment should be a thing in the options somewhere?
Yeah, I'm still attempting to revise the control issues. If this ever goes formal, I'll be applying options for the player to manually tweak the Mouse Sensitivity options. In the meantime, I'm still tweaking the controls so as to apply a reasonable default setting.
Would it fare better as an auto movement rail shooter you think? like Starblade was? because that's what it reminded me of personally.
Maybe. However, I was originally envisioning it as a tribute to the old Descent games. (i.e. 360 degrees of freedom FPS).
Some of the areas I have in mind will be considerably more open with various inter-connected paths and corridors, so I would prefer a shooter that enables considerable freedom in terms of player movement.
Interesting, never played that one