Corporate Clearance was a team project made by a group we called Saddo Studios. Around 7 of us worked on this game in total over a 4 month period, creating both a main game and a second content update. It was a passion project heavily inspired by Five Nights at Freddy's and Lethal Company.
For this project, I was incharge of all the development and mechanics of the game, creating all the tools for the level designers to use, and implementing all games features. We created a multiplayer experience using Mirror Networking, which was a fun challenge and was enjoyable playtesting with colleagues.
The main game loop revolved around collecting scrap and resources depending on a specific list. You get told at the start of each location which types of scrap to collect and what to leave, whilst avoiding the enemies that roam around and try to kill you.
Map generation works from an expanding center point, creating randomly orientated tiling rooms, which slowly spawn less and less further out. You can go in and out of the map from the reception room, which spawns on the edge.
Enemies can pathfind to the player, investigate noises when they hear something dropped, or hunt & kill the player if seen. Some enemies are more territorial around their spawn room, and some tend to wonder around more.
The game was built with Mirror Networking, letting you have multiple people in a lobby and work together. The map syncs using a seed and items are all live synced. When you die you can spectate the work other players are doing.
After development of the project concluded, we wanted to make a small christmas update for the game which changed things, taking around 1 - 2 months to complete.
We increased the player cap of the lobbies, letting more people in at once, aswell as other changes. Alot of updates had to be put into the backend of the project to allow a different map types & generation rules, so I updated it to be a modular system which would make it easier to add more map types in the future.
A new type of map generation was created, where rooms generate in a corridors pattern. Hallways are created and then spawn minor rooms off to the sides of them. I also updated the system to allow different layers to generate. I created a secondary exit that the player can use to escape easier due to the bigger map sizes.
With this update we added one of the original scrapped ideas, which was a security office. The security office let you use cameras that randomly spawn all around the map to guage safety and find an easier way out.
We also added glowsticks to the game after feedback from players who got lost. You can throw glowsticks on the ground to create a breadcrumb trail back home.