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Sewer Hell VR

an immersive survival-horror vr game. Inspired by Into the Radius, Rotten Flesh, and Saints & Sinners
I've added a sawed-off double-barrel shotgun to the game. Using the same gun system, I made the logic and function of the gun very fast. I spent maybe an hour making the model, but the largest time consumer was changing the hand position. Before I had just eyed where your hands should be relative to the controller, but this causing problems when I would hold the new shotgun with two hands. To fix this I nicked the hand positioning from a VR Example Project (https://github.com/ValemVR/VR-Game-Jam-Template)

Double Barrel Shotgun Features:
 - Single Loading the Barrel.
 - Open and Closing Barrel with Matching Barrel Release.
 - Flicking the Barrel Close.
 - Two Barrel Components That Are Set and Match up to the Two Triggers
(including the finger on the trigger).
- Lower Recoil When Two Handing the Gun. 

I also added a two handed functionality to the revolver, that doesn't directly connect the gun to the other hand (only visually) but also decreases the recoil.
https://docs.google.com/document/d/14W688FsTudLd3vS2r8ckUZpknRl7kIHKAH0jjfzNmGk - Full Game Doc


Sewer Hell is a survival horror game set in a sewer system, where you hide and kill monsters after finding yourself lost and stuck in them

The sewer is full of resources that help you along your journey, new places to discover and shortcuts to open. Between the floods you can leave your safe space and explore the greater area. The more you play the more of the sewer you discover, until you find one of the many ways out. The deeper into the sewer system the harder the enemies become and without proper preparation you will be killed. If killed you return to your last save which is not manual and only activated when you leave the game in or return to your safe zone.
Week 1 is already gone and done, and I believe I have just about been on pace, especially for starting half way through it.

I have completed the base VR system, with movement, physics and items, and have started to add weapons and enemies.

I have tried to create a realistic weapons system and I've demonstrated that with the revolver. 
Features Include:
 - Single Loading the cylinder.
 - Automatic cylinder unload (will add a manual option at some point)
 - Closing the cylinder with either A button or a flick motion.
 - Manually cocking back the hammer.
 - Trigger locking when pulling back double action (once you start pulling the trigger back it can't go forward until fired)
 - Rotating cylinder when cocking hammer, pulling trigger or firing.
 - Smoothed/Slowed Trigger pull to emulate pull force (can shoot instantly if hammer cocked back)
 - Sound design (sounds from SnakeF8 on itch.io https://f8studios.itch.io/snakes-authentic-gun-sounds)

In terms of enemies, I've only started to make 2 and designed 1, the screamer. The idea behind this enemy is taking advantage of your environment and keeping distance.

The screamer is slow, but can emit a screaming sound that if you don't hide from stuns you and makes you slower than the screamer. It uses a melee attack when close with its blades that pierce out it's arms.

In the video, you cannot see the screaming as it is not implemented yet.


The next enemy I have planned is some sort of dog, I have made the model but I am not sure about it's mechanics.
Week 2 Plans:
 - Add non weapon items like food and torch, will also add some actual survival features to the game.
 - Add two handed weapons (Possibly a break action shotgun of some kind)
 - 2 more enemies

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macaroni shmlacaroni
46 Days Ago
Coole beans