Inspiration

One of the early 3d shooter games from the 90's called Quake.

What it does

Simulacrum is a shooter game where the player walks through dungeons, fights the enemies, and gets the key to finish the level.

How we built it

We used the godot engine to build the game since it is lightweight and pretty easy to use. We didn't use unity because of excessive overhead, and to make it easier for our hardware, we have better experience with using godot, and have used it in projects from the past.

Trenchbroom is a map building tool that we used to make our game map. Blender for the 3d Models.

GIMP for the textures, and Piskel to make the textures smaller.

Github to sync the data between each other.

Challenges we ran into

The UVs were a problem on the shotgun and were expunged to create a more advantageous default setting.

Using lower-end laptops to render and load the maps, models, and other graphics.

Bulletspread was the most time consuming part so far, the mistake was forgetting about matrices stretching over long distances (a series of lines converging in a general area become thinner as the maximum distance they can go increases).

Getting the AI to target and shoot projectiles at the player.

Accomplishments that we're proud of

The bots being able to target the player and fire bullets at the player, with the player taking damage every time the bullets hit.

What we learned

How to make the enemy AI shoot objects at the player, making and texturing maps and 3D models, a bit of physics for enemy projectiles, and using many tools for one project.

What's next for Simulacrum

We hope to add more levels and play around with the game engine a bit more.

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