Bad Girl is a single player third person shooter intended to be a throwback to games and movies of the 90's. Players take on the role of an undercover cop as an unknown criminal mastermind throws the city into a complete state of chaos.
A simple shooter at heart, the game features four weapons, each with a secondary fire mode as. Most of the game takes place in the Asuhara Skyscraper.
Bad Girl is a pseudo-solo project I took on to display my range of abilities, including design, art and programming. The only things I haven't done myself are skinning and audio assets.
Genre: Third person shooter
Last update: September 8, 2019
Agency is the first level I've made that takes place inside the actual skyscraper, where most of the game is going to take place.
The floor is used by the ficticious Central Information Bureau. The antagonist was taken into custody by this agency, using his phone call to call the protagonist, thus setting the events of the game into motion.
After the somewhat linear design of the Terminal level, I set out to create something more circular in design. In this level, players have a much greater range of paths to take to achieve their objective. This is a step towards giving the game a certain extent of additional replayability.
Spawn point:Players start at the entrance to the garage, hidden behind an SUV.
Lobby:The first thing players see is a metal detector station that's gone off, and a big Central Information Bureau logo.
Armory: An armory containing ammo for players to pick up.
Firing range: Where the agents practice shooting.
Brieding room: A room with an overhead projector showing a facts sheet of the jet and a whiteboard showing scribbles about the case.
Interrogation: An interrogation room where the antagonist was interrogated. Players will be able to listen to the recording of this
Kitchen: A kitchen containing a health pickup
Dining area: A dining area
Cubicles: What 90's office is complete without a set of cubicles.
Relax area: A somewhat hidden area for agents to chill out.
Tracking station: A tracking station, where the agency reports on the movement of the Nishinsill armed forces to the US.
Office: One last cubicle area for players to complete.
Planning & early progress
4: Firing Range
5: Briefing Room
8: Dining room
10: Chill area
11: Surveillance room
12: Last offices
This level started out as a basic pen and paper sketch.
The early concept for the level was for the currently existing level to be surrounded by an additional layer of corridors and offices, hiding the clandestine agency from outside view. The office was only to be accessible once players interact with three Polybius arcade machines, after which a suspisciously large vending machine would open up.
However, after initial testing, it became obvious that the "exterior" section of the level didn't flow well. Wrapping an extensive network of rooms around the hidden center resulted in long distances for players to traverse.
Thus, the decision was made to trim the fat and rebuild the level to focus on the part that was compelling, which is the agency itself.
The level is mostly complete, but will receive some changes.
Something that will be adressed is an increase in enemy variety. Right now, the game only features a single enemy type, but later on there will be others, using other guns, while some will be melee type enemies.
Of course, the level could use some more props to make it look more realistic: posters, pinboards, callendars and other details. There are also some spots in the level which could use additional cover for players to hide behind.