Friday, July 29, 2022

Introducing: FEAST OF THE MAGGOTOID


Getting closer to the remake. Another dev and I are currently hard at work on our Unity game - 'FEAST OF THE MAGGOTOID' at present. Insanity Remake is next. I thought I had mentioned it before on the blog (but apparently not) - but I unfortunately had to put the brakes on the project due to well, basically not having the chops at the time to do a proper version that could do the game justice, but now after a couple of years of exhaustive training and working with coders on other projects I'm fully confident I've reached a level where I can claim I'm a fully-fledged game dev capable of modelling, animation, c# scripting, and I now know my way around Unity like my back garden.


FOTM started off as what was supposed to be a tiny game, but the project got a little more complex as we fleshed it out. The good news is that we're about 70% of the way through the game now, so release will not be far off. We're also planning an early access release soon, likely on itch.io, so you'll be able to play around with it in it's current demo state.



FEAST OF THE MAGGOTOID 


THE PROJECT   


An action run-n-gun game where you play as the bad guy; a despicable, brain-eating, slimy, ravenous body-snatching alien “Maggotoid” that has descended from the cosmos and invaded Earth- and more specifically- the “Pochiri Mall”- a shopping center in full Xmas swing. Yep, the snowy little town of St.Cumbold is getting a special visitor alright, but baby, it ain’t Santa! 

As the eponymous parasite Maggotoid you must fight for survival and maintain an ever-diminishing vitality/HP base by capturing victims and exercising complete control over their bodies via a neuralink, driving even the sweetest old dear into an expletive-yelling, murderous genocidal maniac. Either consume your captives immediately to replenish lost sustenance or symbiotically utilize their bodies in order to eliminate all the other shoppers until there are none-- which is the ultimate aim of the game by the way. Feed, little Maggotoid! Kill ‘em all using melee, handheld weapons, and firearms and explosives, until none remaint. A gory, grizzly game with flesh and bone dissolving in toxic gastric acid, organs exploding and bones cracking, shoppers fleeing for their lives. All with a dash of humour, of course. 


This is a small project that we’re hoping to get wrapped up before Feb 2021. We want to first release an early alpha, or a Minimum Viable Product, get some playtester reviews going and (fingers crossed) build a fanbase. If all goes well and players are hungry for more Maggotoid then the final step will be a plan to market it on steam and itch.io at indie prices, at the $15 mark.  


So what makes Feast of The Maggotoid unique? One point is that each agent has a level stat and this will have an effect on their performance - the Maggotoid is able to  augment their physiology, making them naturally more powerful than regular humans- but their speed, aiming ability, and melee power will still be contingent on the base level they are. Mastering how to subdue and entrap the more rewarding high-level agents will be an essential component to completing the game. Random agents will also come with special skills that will grant access to various items and handy abilities that regular agents do not possess, ranging from having more expertise at firearms or having gymnastic abilities amongst others.
Another USP we have is the advanced AI we plan to implement: the enemies (victims?) agents go from easy pickings; a frenzy of the panic-stricken running for their lives- to eventually organizing themselves into units with team leaders, and launching a variety of battle strategies to pin you down or lead you into an inescapable trap. 


That’s right, Maggotoid is the plot of a cheesy B-movie in a game- and that’s precisely the vibe we’re aiming for. think ½ Aliens, ½ The Thing, with intense action, punishing difficulty, luck, and some roguelike elements to add replayability. Bit of an 80’s Troma movie vibe is the goal. 

  


TOOLS

The project is being made using Unity, Blender, and Gimp, and Visual Studio. We collaborate via Trello, Discord, and the project is maintained on a GitHub repository.