Capacitor is a collaborative first-person horror game for 2-5 players, set in a post-apocalyptic world. Players are cyborgs gathering components to repair their deteriorating bodies. The main gameplay revolves around exploring an abandoned industrial complex, collecting components, and surviving traps and monsters.
- Inventory Slots: Each player has 4 slots for equipment or loot.
- Loot Components:
- 1-5 components per loot item.
- Player body = 1 component.
- Most loot: 2-3 components; Rare loot: 4-5 components.
- Loot Visibility: Occasional sheens in dark areas.
- Player Death Penalty:
- Costs 2 components to reconstruct a player.
- Components cannot go negative.
- Self-Repair Mechanic:
- Required every 2 in-game days.
- Cost:
10 + 5 × (number of repairs). - Failure reduces max HP and stamina by 25%. Second failure results in death.
- Peer-to-Peer Hosting:
- One player hosts the game, others join directly.
- UPnP automatically sets up port forwarding when possible.
- Manual port forwarding may be required in some network setups.
- How to Host:
- Click "Host" in the multiplayer menu.
- Enter your player name.
- If UPnP succeeds, your external IP will be displayed.
- Share your IP and port (default: 8080) with friends.
- Click "START" when all players have joined.
- How to Join:
- Click "Join" in the multiplayer menu.
- Enter the host's IP address.
- Enter your player name.
- Wait for the host to start the game.
- Troubleshooting:
- If UPnP fails, you'll need to manually forward port 8080 (UDP) in your router.
- If players can't connect, try using a VPN service that supports direct connections.
- For NAT traversal issues, ensure both the host and clients have UDP port 8080 open.
- Generator:
- Managed with fuel (electricity) and heat levels.
- Players use coolant to reduce generator heat.
- BLACKOUT occurs if fuel runs out or generator overheats.
- Electricity Levels:
100-75%: Bright lights; containment cells stay closed.75-50%: Dim lights; 30% chance of containment cell timers (10-120s).50-25%: Flickering lights; 80% chance of door timers (10-120s).25-0%: Heavy flickering; containment cells on timers (10-120s).
- BLACKOUT Events:
- Fog horn sounds, ambient noise stops.
- All containment doors open, lights go black.
- 5 monsters spawn immediately.
- Randomly Generated Facility with key features:
- Dimensions: ~2:1:2 ratio.
- Room Types:
- Standard Rooms: Loot and monster spawns.
- Locked Rooms: Require keys to access (0-3 doors).
- Capacitor Rooms: 1-3 rooms with single-use capacitors.
- Generator Room: Always near the entrance; includes coolant bottles.
- Surveillance Station: Offers top-down views of players, enemies, and loot.
- Containment Cells: Contain medium/large monsters.
- Stairs Room: For vertical movement.
- Hallways: Connect rooms.
- Flashlight (1 component): Illuminates the area.
- Walkie-Talkie (1 component): Enables long-distance communication.
- Pocket Knife (1 component): Close-range melee weapon.
- Lockpicker (2 components): Instantly opens locks with a beep.
- Chemlight Box (1 component): Contains 10 red chemlights for marking areas.
- Small Enemy: Wanders; aggros to loud noises (6m) or proximity (3m).
- Medium Enemy 1: Chases players; fast but slow to turn.
- Medium Enemy 2: Blind; listens for sound; insta-kills on collision.
- Large Enemy 1: Faster than players; freezes in light but activates in darkness.
- Large Enemy 2: Mimics players; records/replays voice lines.
- Level Design:
- Basic room prefabs (standard, stairs, hallways, generator room, etc.).
- Adjust procedural generation logic.
- Systems:
- Inventory System: 4-slot inventory, flashlight, walkie-talkie, and loot design.
- Networking: Sync player movements and inventory.
- Enemies: Prototype Small Enemy.
- Level Design: Add advanced room types (Capacitor Rooms, Surveillance Stations).
- Systems:
- Electricity mechanics: Fuel, heat, light thresholds.
- Networking: Debug player synchronization.
- Enemies: Prototype Medium and Large Enemies.
- Level Design:
- Implement spawn logic for loot and coolant bottles.
- Refine room design.
- Systems:
- Self-repair system and penalties.
- Equipment purchasing and loot sheen.
- Networking: Sync electricity system and player respawns.
- Enemies: Integrate spawning logic and BLACKOUT mechanics.