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⚡ Capacitor Design Document

Overview

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.


🎮 Game Features

🛠 Economy

  • 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.

🌐 Remote Multiplayer

  • 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:
    1. Click "Host" in the multiplayer menu.
    2. Enter your player name.
    3. If UPnP succeeds, your external IP will be displayed.
    4. Share your IP and port (default: 8080) with friends.
    5. Click "START" when all players have joined.
  • How to Join:
    1. Click "Join" in the multiplayer menu.
    2. Enter the host's IP address.
    3. Enter your player name.
    4. 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.

⚡ Electricity System

  • 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.

🏗 Level Design

  • 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.

🎒 Items

  • 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.

👾 Enemies

  • 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.

🚀 Development Plan

Week 1

  • 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.

Week 2

  • 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.

Week 3

  • 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.

🎉 DEMO

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