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THE PROJECT

"The Be[A]st Show" is a fast fps in a dystopian futuristic universe.

Mixing both action phases and narrative reflection phases, we wanted to offer our players a complete game experience, mixing intrigue and instinctive reactions.

These two phases do not only interact with each other but are totally complementary: the main wish was that the player could create relationships with some characters in the narrative phases, and thus live the action phases in a more thoughtful way, being careful not to kill just anyone.

 

The management of the "Gravity Gun" was made with the aim of offering the player a lively and fast gameplay, while providing a mainly original weapon, and offering a system of play and reflection out of the ordinary.

MECHANICS

The game and particularly the gameplay are leading by a gravity mechanic.

The player use a weapon, who can use gravity in different way :

  • Change gravity in the room

    • Up

    • Dawn

    • Zero Gravity

  • Change gravity on an enemy (depend on the room gravity)

    • Up

    • Dawn

And simpler mechanics :

  • Run

  • Jumps

  • Shot

falling.png

CONSTRAINTS AND SOLUTIONS

The main constraint was the gravity mechanic : how use the gravity has a weapon in a hunger games / FFA map ?


The better way was thinking how to kill with the environment, with the utilization of traps.
In a forge factory, it's pretty simple to make traps, because everything can be one of it : liquid metal, steam vent, hammers, press, etc.
With the gravity switching, even the room become a trap. For example, the molten liquid room will cover the floor with liquid metal.

The second constraint was the two gravity levels or the rooms' gravity switch.


If the player can switch the gravity of the room, he is supposed to move and fight on this new floor.

The solution was to make two level design of the same room, with different patterns but coherent with each other.
Floor will become ceiling and ceiling will become floor.

Document

Team Members

Matthieu Equilbecq - Narrative Designer
Kevin Neel - Producer
Nathan Collard - Technical Designer

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